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A PRACTICAL HANDBOOK OF GAMES 



THE MACMILLAN COMPANY 

NEW YORK • BOSTON • CHICAGO • DALLAS 
ATLANTA • SAN FRANCISCO 

MACMILLAN & CO., Limited 

LONDON • BOMBAY • CALCUTTA 
MELBOURNE 

THE MACMILLAN CO. OP CANADA, Lro. 

TORONTO 



A 
PRACTICAL HAND- 
BOOK OF GAMES 



BY 

EMILY W. ELMORE 

Department of Physical Education 
The University of Wisconsin 



WITH AN INTRODUCTION 
BY 

M. V. O'SHEA 



NEW YORK 
THE MACMILLAN COMPANY 

1922 

All rights reserved 



Printed in the United States of America 






COPTKIGHT, 1922, 

By the MACMILLAN COMPANY 



Set up and electrotyped. Published November, 1922 



NOV 22 '22 

)C1A690261 



PREFACE 

This book is planned primarily for the use of 
teachers and game leaders, and the games are 
discussed from pedagogical and psychological 
standpoints. Only games which have been actu- 
ally taught by the writer are described, and their 
chief advantages or possible limitations and dis- 
advantages are emphasized. Representative games 
for each age are given, but not more than one or 
two of a type, because experience teaches that 
children thoroughly enjoy games which they know 
well and like, and prefer to play these again and 
again rather than to be learning new ones con- 
stantly. This lessens the problem of the young 
teacher, as it is unnecessary for her to be familiar 
with more than a comparatively small number of 
games of representative types which can always 
be available. 

It has been the experience of the writer that 
many of the games described in various books do 
not meet with universal approval on the part of 
children, because the end and aim are not what 
they desire. I have, accordingly, taken the liberty 
of changing the plan of many familiar games to 



PREFACE 

suit the psychological reaction of the child, and 
they therefore appear in this book in a slightly 
altered form from that presented elsewhere; this 
does not mean that they are, in any sense, original 
as a whole. 

I cannot emphasize too strongly the value of 
games in developing a moral sense in the broadest 
meaning of the word, and many of the games 
printed here have been chosen because they are 
especially fitted for that purpose. Special note of 
that fact is made in connection with the individual 
games so chosen. 

Grateful acknowledgment is made to Dr. Henry 
van Dyke for permission to use the ''Four Rules 
for a Good Sportsman." 

Emily W. Elmore 

University of Wisconsin * 

January, 1922 



VI 



TABLE OF CONTENTS 

PAGE 

Introductory Note ix. 

I. Some General Hints on the Teaching of Games . xi 
II. Methods of Choosing Sides xiii 

III. Four Rules for a Good Sportsman xvi 

IV. Games 1 

V. Classified Index 109 

A. Games Classified According to Age of Players 109 

1. Games for Very Little Children .... 109 

2. Games for Children from Third Grade 

through Sixth Grade 109 

3. Games from Seventh Grade through High 

School Ill 

B. Games Classified According to Type . . . .112 

1. Games Preparatory for Basket Ball . . .112 

2. Indian Club Games .113 

3. Relay Races 113 

4. Ball Games . 114 

5. Games Requiring No Apparatus .... 115 

6. Games Especially Good for Boys . . . .115 

7. Tag Games 116 

VI. Alphabetical Index , . . 117 



IISTRODUCTORY NOTE 

Miss Elmore's book will be of real service to 
teachers and parents who wish to enlarge the 
list of games which they know how to teach to 
children. The games are described in such a simple, 
concrete way that any teacher or parent can read- 
ily see how they are to be played. Many of the 
descriptions are illustrated with diagrams so that 
it will be apparent at a glance what the plan 
of any game is, and how it is to be carried 
through. 

Miss Elmore does not think it necessary to 
discuss the value of games and plays for children 
of any age. She assumes that teachers and 
parents do not need to be convinced of their 
value, so she devotes all her available space to 
the description of games. The games are classi- 
fied according to the ages of the children for whom 
they are designed ; and such games have been chosen 
for children of any specified age as have proved 
by experience to be best adapted to their special 
needs, and that make the strongest appeal to 
them. The author of this book has had large 
experience in teaching games to children, and in 



INTRODUCTORY NOTE 

instructing teachers how to organize and conduct 
games for young people; so that she is pecuharly 
well fitted to prepare a practical book on chil- 
dren's games for use by those who have the 
direction of children's play activities. 

M. V. O'Shea 

Univeksity of Wisconsin 
August, 1922 



SOME GENERAL HINTS ON THE TEACH- 
ING OF GAMES 

1. Always have players in a straight hne, with 
their attention focused, before explaining a game. 

2. In cold weather teach active games that 
need only short explanations, or else explain the 
game before going to the playground. 

3. Whenever possible, reward good sportsmen 
or those who merit some special consideration, 
by making them leaders or by placing them in 
prominent positions. 

4. Remember that children want to be leaders 
and to hold the conspicuous places. 

5. Stress the moral development possible in 
every game. 

a. Notice what possibilities there are for unfair 
play, and eliminate or overcome them. 

6. Endeavor to bring out any elements which 
develop a sense of good sportsmanship and fair 
play. The players should take pride in playing 
the game in the right way and feel contempt for 
unfairness. 

c. In relays, be sure to have players wait on 
the line to be tagged before starting to run. 



A PRACTICAL HANDBOOK OF GAMES 

d. Emphasize the fact that not only does the 
individual who plays unfairly suffer, but the whole 
team. 

e. Encourage friendly competition, but watch 
for any spirit of spitefulness or antagonism and 
take measures to prevent it. 

/. Teach absolute respect for the decisions of 
the umpire. 

g. Teach self-control — never allow a player to 
start before the signal is given. 



METHODS OF CHOOSING SIDES 

1. Racing for first choice. 

If there is a large group of children and the play- 
space is out-of-doors, in order to determine who 
shall be choosers for sides, have them all race to a 
designated spot. The first and second ones to 
reach there may be the two choosers. 

2. Counting off, 

A quick method is to have all participants placed 
in a straight line. Then let them number off by 
twos, threes, or fours, as the special g8,me may 
require. 

3. Teams on opposite sides of field. 

When it is necessary to have one team facing 
another on opposite sides of the field, as in ^^Bom- 
bardment," have all players form a long line and 
march to where the teacher stands; then alternate 
ones turn to left or right and form two separate 
lines along the sides. 

4. For forming a circle. 

This may be accomplished informally as a result 
of a simple command to form a circle, or the players 



A PRACTICAL HANDBOOK OF GAMES 

may march in single file, the leader describing a 
curve so as to join hands with the person at the 
end of the line, all then facing inward. This same 
procedure with two lines marching side by side 
may be used to form concentric circles, or the 
players in one large circle may count by twos and 
the alternate numbers take one or two steps toward 
the center of the circle. 

5. Related suggestions. 

The method of allowing children to choose is 
not recommended for frequent use, since it wastes 
a good deal of time and is apt to result in the same 
group's being chosen every time on a side. It 
also makes the unpopular children more conspic- 
uous, as the same ones will always be left until the 
end, while on the other hand it makes a few very 
popular ones too conspicuous. It is suggested 
that wherever the same group of children play 
together day after day, it is often a good plan 
to divide them into three or four permanent 
teams, of equal strength, give each team a name 
or color or some mark of distinction, and encour- 
age a friendly spirit of competition. This would 
save time in choosing sides each day. It is also 
a good plan to keep a chart with the results of 
each day's games on it. This is a good method 
for acquainting the child with the principles of 
team play and of good sportsmanship, the funda- 



METHODS OF CHOOSING SIDES 

mentals of which cannot be taught too early. 
To encourage the spirit of sportsmanship, post a 
list of names, every month or two, of those chil- 
dren who are conspicuous as being ^'good sports- 
men." This will influence others to try to become 
eligible for that title. 



XV 






FOUR RULES FOR A GOOD SPORTSMAN 

When you play a game always wish and try 
to win, otherwise your opponent will have no 
fun; but never wish to win so much that you 
cannot be happy without winning. 

Seek to win only by fair and lawful means 
according to the rules of the game, and this will 
leave you without bitterness toward your oppo- 
nent or shame before others. 

Take pleasure in the game even though you 
do not obtain the victory; for the purpose of the 
game is not merely to win, but to find joy and 
strength in trying. 

If you obtain the victory which you have so 
desired, think more of your good fortune than of 
your skill. This will make you grateful and 
ready to share with others the pleasure bestowed 
upon you; and truly this is both reasonable and 
profitable, for it is but little that any of us would 
win in this world were, our fortunes not better 
than our deserts. 

Henry van dyke 



A PRACTICAL HANDBOOK 
OF GAMES 

Animal Chase 

Playground; gymnasium. 
Grades 1 through 4. 
10 to 40 players. 

Plan of Game. One player is selected as the 
chaser. The others divide into groups of four 
or siXj and each group chooses the name of 
some animal, telling only the teacher what name 
has been chosen. Thus there will be several tigers, 
bears, etc. The animals then gather at one end of 
the field or gymnasium about 50 feet from the 
chaser who stands in the middle. The teacher 
then tells the chaser the names of the different 
animals that have been chosen, but does not indi- 
cate to which groups the names belong. The 
chaser accordingly calls out at random ^^ Bears" or 
'' Tigers," whereupon all children in the group so 
named start to run to a designated place at the 
opposite end of the field or gymnasium, while the 
chaser tries to catch them before they reach there. 
Any players so caught remain in the center and 
help to catch the others. The last one to be caught 
becomes the new chaser. 

1 



2 A PRACTICAL HANDBOOK OF GAMES 

Remarks. This game has all the good points of 
^Tom-Pom PuUaway" with the added feature of 
interest in choosing the names of animals, thus 
making the groups more distinctive, and teaching, 
in a small sense, team loyalty. Any other names 
may be substituted for those of animals, as flowers, 
birds, trees, etc.; this gives variety, and helps 
enlarge children's vocabularies. From the point 
of view of the chaser, this is a good memory drill 
as it trains the mind to carry a number of different 
names at one time. The same precautions as are 
urged in ^^Pom-Pom PuUaway" apply here. 

Automobile Race 

Playground; gymnasium; schoolroom. 
Grades 1 through 6, 
10 to 60 players. 

Plan of Game. If played on a playground or in 
a gymnasimn the players are lined up in parallel 
columns facing the same way, the number of 
columns formed depending upon the number 
of players. Every line or team takes the name of 
some make of automobile. When the signal is 
given, the first one in each team runs to a desig- 
nated spot and back, touching the hand of the next 
one in line who then runs as the first one did, while 
the first one goes to the end of the line. In this 



A PRACTICAL HANDBOOK OF GAMES 3 

manner each player runs in succession until the 
whole team has run. The automobile (team) get- 
ting through first wins. 

When the game is played in the schoolroom, each 
row serves as an automobile and as soon as a 
player has run, he takes his own seat after touching 
the hand of the next runner. When several rows 
are playing each row may have a different spot to 
touch so that one row of players will not have to 
run farther than another. 

Remarks. Emphasize the fact that each player 
must wait on the line or in his seat until his hand 
is tagged. If he starts too soon, make it a rule 
that the whole team becomes disqualified. Thus 
he will learn how important his actions are to the 
success or failure of his team. 

To add interest to the game, significance may 
be attached to the merits of different makes of 
automobiles. 

Cat and Rat 

Playground; gymnasium. 
Grades 1 through 6. 
10 to 30 players. 

Plan of Game. Players form into a circle and 
join hands. Two are chosen to act as cat and rat. 
The players in the circle try to keep the rat from 
being caught by the cat, by keeping their hands 



4 A PRACTICAL HANDBOOK OF GAMES 

firmly interlocked and holding them low in order 
to keep the cat out, when the rat is inside 
of the circle, or by raising their hands to let the 
rat out if the cat gets in, and vice versa. When 
the cat catches the rat, the rat chooses another 
player who becomes the new cat, while the former 
cat becomes the rat. 

Remarks. Encourage those in the circle to 
make the game more exciting by letting the cat 
into the circle sometimes when the rat is there, and 
thus make it harder for the rat to escape. This 
will be a great help in keeping the attention of all 
players in the circle, and will keep one cat and rat 
from monopolizing the play too long. 

Flowers and the Wind 

Playground; gymnasium. 
Grades 1 through 6. 
10 to 40 players. 

Plan of Game. The children are divided into 
two groups, one of which represents the flowers, 
the other the wind. Those who are the flowers 
secretly choose the name of a flower, and advance 
in a body to a line marked off — usually in about 
the middle of the playground or gymnasium. On 
the other side of this line the children who represent 
the wind are gathered. The object is for the wind 



A PRACTICAL HANDBOOK OF GAMES 5 

to guess the name of the flower that has been chosen, 
and as soon as a wind child guesses the correct flower 
all the flowers turn and run back to their starting 
place, while the wind chases them and tries to 
catch as many as possible. Any flower so caught 
must return. to the other side and remain there. 
If the ones who are the wind catch a certain desig- 
nated number of flowers, they may become the 
flowers next time and think of a name which the 
other side must try to guess. If they do not suc- 
ceed in catching the required number, the first side 
remain the flowers. 

Remarks. As in most guessing games, the ele- 
ment of suspense is the chief feature of this game, 
although there is a good deal of practice in dodg- 
ing and quick starting. It also teaches the timid 
child to take risks. If the children seem slow 
about guessing, let the flowers give the first letter 
of their group name, or two or three even, in order 
to facilitate guessing, and to keep the children 
from standing too long. Sometimes it is even a 
good plan for the teacher to take part in the 
guessing. For variety, the names of birds, trees, 
etc., may be substituted for flower names. 

Some children will have to be watched, as they 
will be tempted to let themselves be caught in 
order to be flowers, as they think this more fun 
than to be the wind. 



6 A PRACTICAL HANDBOOK OF GAMES 

Midnight 

Playground; gymnasium. 
Grades 1 through 4. 
10 to 40 players. 

Plan of Game. One player is chosen to be the 
fox, another to be the mother hen, and the rest are 
the chickens. A corner of the field or gymnasium 
is marked off to represent the fox's den, and at the 
opposite end is a designated area which serves as 
the henhouse. The mother hen and her chickens 
start out from their house and as they approach 
the fox in his den, the mother hen continues to ask, 
'^What time is it?" If the fox replies with any 
time but '^Twelve o'clock at night," the chickens 
are safe, and continue to advance; but as soon as 
he says those magic words he runs from his den 
and tries to catch as many chickens as possible, 
while they scamper to the henhouse and safety. 
Any chickens that are caught must go back to the 
fox's den, and thereafter help him catch the others. 
If the mother hen is caught, another one must 
be appointed by the teacher. The last chicken 
caught becomes either the fox or mother hen for 
the next game, as he prefers. 

Remarks. This game is a universal favorite 
and has much of excitement and suspense and 



A PRACTICAL HANDBOOK OF GAMES 7 

exercise in it. The choice of fox and mother hen 
should be made much of, emphasis being put on 
the fact that those children chosen have some 
special quality which deserves reward — either 
bravery or good sportsmanship, or even good 
posture. The mother hen should be the only one 
allowed to ask the time. This makes her position 
important. 

The game is also a help for little children in 
learning to count. The fox should be taught to 
skip about in the numbers and call ^^ Twelve o'clock 
at night '^ suddenly, in order the more to sur- 
prise the chickens. Encourage timid children 
to be daring in going as near to the fox's 
den as possible. 

PoM-PoM PULLAWAY 

Outdoors. 

Grades 1 through 8. 

10 to 30 players. 

Plan of Game. One person chosen to be It or 
the catcher stands in the middle of the field. All 
others are grouped at one end about 50 feet away. 
Boundaries along the sides of the field are desig- 
nated, usually about 50 feet apart. The one who 
is It calls: '^Pom-pom pullaway, if you don't come 
I'll pull you away," whereupon everyone must 



8 A PRACTICAL HANDBOOK OF GAMES 

start to run to the opposite side of the field, while 
the catcher tries to catch as many as possible before 
they reach there. In order to be caught, each one 
must be tagged three successive times; that is, 
slapped on the back while the catcher counts 1, 2, 
3. If any player runs beyond the side boundary 
lines, he is considered caught. Each player 
who is caught remains in the middle and helps 
the catcher from then on, until all are caught. 
The last one caught is allowed to be It for 
the next game. 

Remarks. Warning will have to be given that 
the players are not to be caught by holding on to 
garments, as clothes are likely to be torn in this 
way. The game is also apt to become too rough 
when players are trying to escape the catcher, so 
this tendency has to be watched for and overcome. 
Insist upon every player's starting as soon as the 
catcher calls; otherwise, certain ones will always 
hold back until the ^^ coast is blear" and then have 
a safe journey across. Also make it a rule that, 
after a runner has started across, he may not turn 
back while trying to evade the catcher — if he does, 
he is considered caught. 

This game is excellent for teaching daring and 
strategy. There is also constant exercise and much 
excitement. The popularity of this game seems 
never to wane. 



A PRACTICAL HANDBOOK OF GAMES 9 

Railroad Train 

Playground; gymnasium. 
Grades 1 and 2. 
10 to 40 players. 

Plan of Game. The children are given names 
of various parts of a train, as well as the names of 
different parts of the engine. In this way several 
children, as a group, take the part of the engine. 
Then a story is told by the teacher, in which the 
various parts are mentioned in turn, and the 
children form in line one behind the other in the 
order in which the names of parts are called. After 
all of the parts have been called out, the story 
continues by having the train move. The route 
is described very vividly, the train going up steep 
hills, around curves, down hills, etc. Finally the 
journey ends in a wreck, the entire train tipping 
over. The children suit their actions to the story. 

Remarks. This game, somewhat like the old 
game of "Stage Coach," is very popular with little 
children, and the imagination of the narrator of the 
story can supply a great deal of color and variety 
so that it can be played frequently and be made 
interesting. The children enjoy suggesting the 
different parts of the train and permitting them to 
do so helps to keep their attention in the prepara- 
tion for the game. 



10 A PRACTICAL HANDBOOK OF GAMES 

Skip Away 
(Slap Jack) 



Playground; gymnasium. 
Grades 1 through 6. 
10 to 30 players. 

Plan of Game. If the players number not more 
than fifteen, one circle is formed, otherwise they 
are divided into two circles. One player is chosen 

who runs around 
the outside of the 



circle and at will 
tags some player 
on the back. The 
player tagged 
immediately 
leaves his place 
in the circle, but 
instead of chas- 
ing the one 
who tagged him, 
runs in the oppo- 
the two meet, they go 
previously agreed upon 
such as shaking hands, 
other around ; after 




SKIP AWAY 



site direction. When 

through some action 

by all the players, 

bowing, or turning each 

Vi^hich each dashes away, in opposite directions, to 



A PRACTICAL HANDBOOK OF GAMES 11 

see which one can get back first to the empty 
place in the circle. The one who succeeds is re- 
warded by being allowed to go around the circle 
and do the tagging, while the other one stays in 
the ring. If the same one should reach the empty 
place first for several consecutive times, let 
him choose some one else to take his place as 
runner. 

Remarks. This game is perhaps better suited 
to the gymnasium than to the playground as most 
of the players are standing idle a good deal of the 
time, and in cold weather are liable to become 
chilled. Encourage the players to suggest various 
actions which may be gone through when the two 
runners meet, and thus keep up interest and 
variety. 

Squirrels in Trees 

Playground; gymnasium. 
Grades 1 through 3. 
10 to 40 players. 

Plan of Game. The children join hands in 
groups of three to form hollow trees. One child 
stands inside each tree, as a squirrel; and one or 
two extra children stand outside of the trees. On 
a signal each squirrel leaves its tree, and tries to 
get into another tree, while the extra ones at the 



12 A PRACTICAL HANDBOOK OF GAMES 

same time run for shelter. The fastest runners 
will, of course, usually get a tree, while the slower 

ones will be left 
out. The game 
continues as long 
as interest lasts, 
with periodic 
interchanging of 
those who are 
forming trees and 
those who are 
taking the part of 
squirrels. 

Remarks. Although there is really very little 
to this game it seems to appeal to little children 
very much and it is often asked for. It is some- 
thing like ^^ Pussy Wants a Corner," excepting 
that there is no tagging. It teaches children to 
watch their chances, and to act quickly. 



Squirrel 


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1 X 1 


X , 


\ / 


v^ / 


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^ ^ _ ^ 


Tree 


Tree 




X 




Extra 


.'''■•- 


Squirrel ^-x-^ 


*f 


\ 1 I 


i X 


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K^J 


Tree 


Tree 



SQUIRRELS IN TREES 



Teacher and Class : 

Playground; gymnasium; schoolroom. 
Grades 1 through 6. 
10 to J^O players. 

Plan of Game. The players who form the class 
stand in a row, facing the one who stands in the 
front, as the teacher. The teacher throws a bean 
bag if little children are playing, or a ball, if older 



A PRACTICAL HANDBOOK OF GAMES 13 

ones, to each child in succession. If any child fails 
to catch the bean bag he must go to the foot of the 
class, that is, the end of the line. If the teacher 
fails to catch the bean bag as it is thrown back, he 
must go to the foot also, and then the one who was 
at the head of the class or line takes his place. 
The game continues thus indefinitely. 

Remarks. Little children gain a great deal of 
practice from this game in learning how to catch 
and throw. The underhand throw is recommended 
as being most practical. Be careful that some 
children do not purposely throw poorly in order to 
make the teacher miss. The unfairness of this 
method of gaining the desired position should be 
emphasized. For older children this game is 
excellent preparation for "Corner Spry,'^ though 
in "Corner Spry" the line is usually so short that 
the teacher does not need to move along in 
front as she does in "Teacher and Class." 

All Up Relay 

Playground; gymnasium. 

3rd Grade through High School. 

10 to SO players. 

Plan of Game. Players are lined up in single 
file columns as in the simplest form of relay. Each 
line is considered a team and is given a number or 



14 A PRACTICAL HANDBOOK OF GAMES 



letter as, 1, 2, etc., or A, B, etc. About thirty feet 
from the first player in each team two circles are 

drawn, side by 
side, and in one of 
these three Indian 
clubs are placed. 
On the signal, the 
first one in each 
team runs to the 
clubs, and trans- 
fers each club 
separately to the 
adjoining circle, 
being sure that 
each club is stand- 
ing before running 
back to the team. 
He tags the hand 
of the next one in 
line who has 
moved up to the 
starting line, and the game continues as in the 
simple form of relay until one team has finished. 
The team finishing first, wins. 

Remarks. This game is excellent in training chil- 
dren in self-control while hurrying, and it is one 
of the tests in the American Playground Associa- 
tion for developing speed and accuracy. 




ALL UP RELAY 



A PRACTICAL HANDBOOK OF GAMES 15 

Bag Pile 

Gymnasium; schoolroom. 
Grades 1 through 6. 
10 to 50 players. 

Plan of Game. When played in the gymnasium, 
players form in lines in front formation, with a pile 
of bean bags on the floor at the side of the first 
player in each line. In the schoolroom the different 
rows compete. The bean bags are placed at 
the side of the desk of the first player in each 
row, and the players all sit with their feet in 
the aisle. 

On the signal, the first player picks up one bean 
bag and passes it to the next one who in turn 
passes it on. So each bag is passed in succession 
down each line or row until all are piled neatly at 
the opposite end, or if the lines or rows are short, 
until all are back again at the original place. The 
line or row which finishes first wins. 

Advanced Form. Have the bean bags passed 
down over the head, then all turn and pass them 
back up one side, turn again and pass them down 
the opposite side, and finally pass them back up 
over the head from the rear. Many such varia- 
tions can be thought of, and are especially good 
in the schoolroom. 



16 A PRACTICAL HANDBOOK OF GAMES 

Ball Stand 

Playground; gymnasium. 
Grades 3 through 8. 
10 to 30 players. 

Plan of Game. The players group themselves 
near a wall of a house. One player, who is chosen 
as thrower, tosses the ball (a tennis ball is used) 
against the wall, at the same time calling out a 
player's name, or a player's number, where num- 
bers have been given each player beforehand. 
The one whose name or number is called must run 
up and catch the ball before it strikes the ground, 
while all the other players run as far as possible 
in the opposite direction. If the one called catches 
the ball, he shouts ^' Stand," and the others must 
stop wherever they are. He then throws the ball 
at them and if he hits some one, the one hit must 
drop out of the game. The thrower then recovers 
the ball and all go back to the wall where the 
game is played again as before. If the one called 
upon to catch the ball should fail to do so, the 
players all go back to the starting place and the 
ball is tossed up again by the same player who 
tossed it the first time. If he catches the ball but 
fails to hit anyone, he is out of the game, and he 
may choose another player to act as thrower in 
his place. 



A PRACTICAL HANDBOOK OF GAMES 17 

The object of the game is to see who can stay 
in the game the longest. 

Remarks. This game has been very much 
altered from the original, because it was found, 
that, when played in its original form, children 
were so eager to be the thrower that they would 
either deliberately fail to catch the ball in the first 
place or else allow themselves to be hit by the 
thrower, in order to change places with him. They 
do not wish to drop out of the game, so, when 
playing the game in this way, they will make more 
effort to catch or to dodge the ball. 

Square Ball 

Playground; gymnasium. 

7th Grade through High School. 

18 to 32 players. 

Plan of Game. The playing space is marked off 
in the shape of a large square, with a small square 
in each corner, or if there are many players, with 
other squares between the corners along the bound- 
ary line of the main square. Players are divided 
into two teams. The players of the one team are 
grouped in the center, while those of the other team 
distribute themselves evenly in the squares. A 
ball is passed from one square to another, follow- 
ing the outside boundaries of the large square, 



18 A PRACTICAL HANDBOOK OF GAMES 



but suddenly a player in this so-called ^'outside 
team/' instead of continuing to pass the ball to 
his teammates, throws it toward the center play- 
ers who try to 
dodge it. If a 
center player is 
hit, the outside 
players all scat- 
ter, but as soon 
as the one hit 
recovers the ball 
and calls'' Halt," 
they must im- 
mediately stop 
wherever they 
are. The center 
player holding the ball then tries to hit one of 
the outside players, who may dodge, but may 
not move from the spots on which they have 
halted. 

Every ''outside'' player hit by a "center" 
player scores one point for the center team. Every 
ball thrown that misses one of the outside players 
scores one point for them. The team that first gains 
twenty-five points, wins. 

Remarks. This game has many of the elements 
of "Dodge Ball/' but has the added features of giv- 
ing practice in good team work and practice in 



O ° 

X X 

1 0° L- 

XXX 



SQUARE BALL 



A PRACTICAL HANDBOOK OF GAMES 19 

passing to those in the outside squares. It is 
sometimes played without keeping score, in which 
case any player in the outside team who is hit by 
a center player must join the center team. Then 
the game ends when all have been caught or when 
a certain period of playing is over. 

Base Dodge Ball 

Playground; gymnasium. 

7th Grade through High School. 

15 to 50 players. 

Plan of Game. This game is similar to *^ Square 
Ball," with the added element of practice in catch- 
ing. Players are divided into two teams, one team 
being arranged on various bases around a hollow 
square as in "Square Ball," or else around a circle. 
The other team is scattered in the square or circle. 
Those on the bases pass an indoor baseball around 
among their team mates, and periodically throw 
it unexpectedly at the members in the center. If 
a player is hit, he immediately leaves the game. 
If, however, he catches the ball he must, from the 
spot at which he caught the ball, throw it at any 
baseman who may not leave his base. If the base- 
man is hit, he is out of the game. However, if he 
should catch the ball he is not out, and the game 
continues as before. 



20 A PRACTICAL HANDBOOK OF GAMES 

At the end of a given time, the number of players 
left on each team is counted, and the team having 
the largest number left wins the ^^ heat/' The total 
score is taken at the end of the playing period. 

Remarks. If it seems better not to have 
players eliminated from the game when they are 
hit, allow them to remain and simply give one 
point to the opposite side each time a player is hit. 
This game is good preliminary practice for base- 
ball. See diagram for ^'Square Ball," p. 18. 

Bombardment 

Playground; gymnasium. 
4th Grade through High School, 
10 to 60 players. 

Plan of Game. The field or gymnasium is 
divided into two equal parts which are called 
courts, and the players are divided into two teams, 
A and B. At the back of each court is placed a 
row of Indian clubs. The players from each team 
are scattered about in front of the clubs, but may 
not cross the center dividing line. 

The. object of the game is to throw either a soft 
ball or a bean bag at the Indian clubs and knock 
them down. Team A must throw at the clubs in 
team B's court, and vice versa. Each club that is 
knocked down counts one point for the team that 



A PRACTICAL HANDBOOK OF GAMES 21 



threw at it. Each player tries to guard his own 
clubs and throw at the others, so he must watch 
the balls or bean 
bags all the time, 
as they are con- 
stantly kept in 
motion. If a 
player knocks 
down a club on 
his own side by 
accident, it counts 
one point for the 
opponent. The 
team wins which 
has the greatest 
number of points 
at the end of a 
given time, or 
which first gains 
a certain stated 

score. BOMBARDMENT 



o 







X 




X 


o 




o 


X 




X 


o 




o 


X 




X 


o 


s 

2 


i o 


X 

o 




X 

o 


X 




X 


o 




o 


X 




X 


o 




o 


X 




X 


o 




o 


Clubs Players 




Players Clubs 


TEAM A 




TEAMB 



Remarks. To facilitate accurate scorekeeping 
it is well to have two people chosen to keep score, 
one to watch each side, and whose sole duty it is 
to keep track of the clubs knocked down. 

The game is much more exciting if several balls 
or bean bags are used, and sometimes two rows of 
Indian clubs are put up at each end, the rows 



22 A PRACTICAL HANDBOOK OF GAMES 

being placed about one foot apart, and arranged 
alternately to one another. 

Bull in the Ring 

Playground; gymnasium. 
Grades 1 through 6. 
10 to SO players. 

Plan of Game. If there are not too many, the 
players form one circle or ring. If there are more 
than fifteen, they form two. One player is chosen 
to be the hull and those in the circle clasp hands as 
firmly as possible, in an effort to keep the bull from 
breaking through and escaping. If he should 
manage to do so, all in the circle give chase, and the 
one who catches him may be the bull the next 
time. 

Remarks. Because of a desire to be the bull, 
children are often tempted to allow the bull to 
break through their hands so that they can easily 
catch him as he starts to run. It has to be em- 
phasized, therefore, that anyone who is seen to do 
this will either not be allowed to play the game, or 
else will be prevented from being the bull. The 
fact that it is not really fair playing and that there 
is no credit in catching the bull unless a good chase 
has been given, is brought out in explaining the 
reason for the rule. This game is especially good 



A PRACTICAL HANDBOOK OF GAMES 23 

for boys, as there is real muscular effort exerted, 
and also much running. The game may become 
rather rough unless controlled, so if the class con- 
sists of both girls and boys it is much better to 
have each form a separate circle or ring. 

Call Ball 

Playground; gymnasium. 
Grades 1 through 8, 
Any number of players. 

Plan of Game. Players either stand in a circle, 
or, if there are a large number, they scatter pro- 
miscuously over the field or gymnasium. One 
chosen to be the thrower has a ball which he throws 
into the air, at the same time calling out a player's 
name or number, where numbers have been pre- 
viously given to each player. The one called must 
run forward and try to catch the ball before it has 
bounced more than once. If he succeeds, he be- 
comes the thrower, but if he fails he goes back into 
the group. The same player continues to be 
thrower until another catches the ball. 

Remarks. This game is especially good for little 
children, as it teaches them to be on the alert and 
to move quickly, and also to catch a ball. A some- 
what more difficult form of this game is ^^ Catch 
the Cane.'' 



24 A PRACTICAL HANDBOOK OF GAMES , 

Catch the Cane 

Gymnasium. 
Grades 5 through 8, 
10 to ^5 players. 

Plan of Game. Players stand in a circle with 
one in the middle holding a wand (ca7ie) so 
that its one end rests on the floor. Each player 
is given a number. The one in the middle who 
is holding the wand calls a number, at the 
same time letting go of the wand. The one whose 
number is called must run to the center and catch 
the wand before it drops to the floor. If he suc- 
ceeds he may stay and call the next number, and 
the original caller takes his place in the circle. If 
he fails, he goes back to the circle and the original 
caller continues until someone succeeds in catching 
the wand before it falls. 

Remarks. Even though the children are stand-, 
ing, they are nevertheless kept on the alert and 
interested as they are waiting to hear their own 
number called, and this element of suspense holds 
their attention. 



A PRACTICAL HANDBOOK OF GAMES 25 

Center Catch Ball 

Playground; gymnasium. 

7th Grade through High School. 

10 to 30 players. 

Plan of Game. Players stand in circle forma- 
tion, with one player in the center. A ball is 
passed rapidly from one player in the circle to 
another, always being thrown over the head of the 
player standing in the center who tries to catch 
the ball or at least to touch it as it passes over him. 
When he does so, he changes places with the one 
who threw the ball last. The game continues in 
this way indefinitely. 

Remarks. It is sometimes an added element of 
interest to time the one in the center in order to 
see in how short a time he can touch the ball, 
and to keep a record for each player and announce 
the winner at the end of the game. This game 
makes excellent preliminary practice for basket 
ball, as it involves quick throwing and catching, 
and quick jumping to intercept the ball. 



26 A PRACTICAL HANDBOOK OF GAMES 

Center Base 

Playground; gymnasium. 
3rd Grade through High School, 
10 to 30 players 

Plan of Game. Players stand in circle forma- 
tion, with one player in the center holding a ball 
or bean bag. The center player begins the game 
by throwing the ball or bean bag to a player in the 
circle. Then he immediately runs out of the circle 
and around it to the place where the one to Avhom 
he threw the ball was standing. The latter, who 
becomes the chaser, after catching the ball, takes it 
back and leaves it in the center, then chases the 
center player, by the same route, and tries to tag 
him before he arrives at the vacant place. If he 
succeeds in doing so, he changes places with the 
center player. If he fails, he returns to his original 
place in the circle. The same one continues to be 
center player until some one tags him. 

Remarks. The play leader will have to empha- 
size the fact that the same route must he taken by 
the chaser as by the center player, as there is a 
great temptation to leave the circle by a shorter 
way and so have more chance of catching the 
center player. If the same player wins for several 
successive times, have him choose another to take 
his place so that each may have a turn. 



A PRACTICAL HANDBOOK OF GAMES 27 



Club Chase 



Playground; gymnasium. 
Grades 3 through 8. 
10 to 40 players. 

Plan of Game. The players are arranged in 
parallel lines, with about eight in each line, and in 
flank formation. 



S 



Players 



<: 



CLUB CHASE 



At a distance of "i ciubs 

about thirty feet 
from the first 
players is set a 
row of Indian 
clubs, one less in 
number than the 
number of play- 
ers in each line. 
At a signal, the 
players in the 
first line all run 
to get a club, but 
since there is one 
club less than 
there are play- 
ers, some one 
will inevitably 
be left out, so the fast runners win. As a player 
is eliminated, he stands behind the clubs, and does 



r 1^ 



28 A PRACTICAL HANDBOOK OF GAMES 

not again run with his hne, which now becomes the 
rear Hne. Each hne in succession runs for the clubs 
which are rearranged in a row after each ^'heat/' 
At the end of each "heat" there is always one less 
player left in e^ch line to run. As the players are 
eliminated one by one a club is removed so that 
there is always one less club than the number of 
players running. Finally there is only one player 
left in each line, and these run against each other, 
until only two are left from the entire class. 
These two then run to determine which shall be 
champion. 

Remarks. The game has unlimited possibilities 
for teaching fair play as there is a great temptation 
to push a player aside in the effort to get a club. 
Therefore, special emphasis must be laid on the 
fact that each player must run a straight course 
and not touch his neighbor. If he does so it is 
called a foul, and he is automatically eliminated 
from the game. It is well to interest those who are 
left out, in rearranging the clubs each time, so that 
they will feel that they still have a share in the 
game. If there are too many left out, another game 
can often be started for them. 



A PRACTICAL HANDBOOK OF GAMES 29 



Club Snatch 



Playground; gymnasium. 

1st Grade through High School. 

10 to 20 players. 



Plan of Game. The players are formed in two 
straight hnes at opposite ends of the playground or 
gymnasium, facing the center. An Indian club is 
set up on a central line drawn between the 
two teams. (See 
diagram.) On a 
signal, the first 
player from each 
line runs out and 
tries to capture 
the club and carry 
it safely back to 
his own side with- 
out being tagged. 
No player may be 
tagged until he has the club in his hand, so the 
object is that each player should watch his chance 
and snatch the club when the other is off his guard, 
and so have more of a chance of carrying it safely 
back to his side. If he succeeds in so doing, his 
side is awarded one point, but if he is tagged before 
reaching his side, the other side receives one point. 




CLUB SNATCH 



30 A PRACTICAL HANDBOOK OF GAMES 

After each pair of players has tried for the club, 
it is returned to the center and the next pair run 
for it. When each player on each side has had one 
turn, the game is considered finished and the total 
score is announced. 

Remarks. It is better not to have more than 
about ten players on a team, as otherwise the 
individuals who are awaiting their turns are com- 
pelled to stand for too long a time. If the class 
is large, therefore, divide it into four teams instead 
of two. Very young children will have to be taught 
how to snatch the club at the psychological mo- 
ment in order to avoid being tagged, as their 
tendency is to take the club as soon as they reach 
it and to use no ingenuity. If a child is not ready 
to run for the club when it is his turn, one point is 
awarded the other side if their player was ready; 
if neither side has a player ready, the turn of 
these two players is omitted and neither side 
scores. This helps to hold the attention of all 
players and to keep them on the alert for their 
turn. 



A PRACTICAL HANDBOOK OF GAMES 31 



Corner Spry 

Playground; gymnasium; schoolroom, 
5th Grade through High School. 
20 to 50 players. 

Plan of Game. The players are divided into 
four teams, each of which stands in the same 
formation as in '^ Teacher and Class." On a 
signal, the leader 
throws the bean 
bag or ball to each 
player in turn. 
They throw it 
back to him until 
the last one 
catches it, when 
the leader runs to 
the head of the 
line, and the last 
one takes his 
place. The game 
then proceeds as before. As soon as each player 
has had a turn as leader, and the original leader 
has returned to his place, that team has finished. 
The object of the game is, therefore, to see which 
team can finish first and so win the game. 

Remarks. This game has a decided element of 
competition, and it trains the players to throw and 



Players 




X X X X X X 


o o o o o o 


\ / 


v 


X 

Leader 


o 


® © ® ® ® 

\ / 


@ @ ® © ® ® 
\ / 

\ / 


\ / 


\ / 


\ / 


\ / 


\ / 


\ / 


V 


V 



CORNER SPRY 



32 A PRACTICAL HANDBOOK OF GAMES 

to catch accurately even when they are hurrying. 
For older students, it is excellent preliminary prac- 
tice for basket ball, as the chest throw is used 
entirely and this familiarizes the plaj^ers with 
handling the ball. The competition keeps up the 
interest very decidedly. 



Dodge Ball 

(Simple) 

Playground; gymnasium; schoolroom, 
3rd Grade through High School. 
20 to 60 players. 



Plan of Game. 



The players are divided into 
two teams, A and 
B. The members 
of Team A form a 
circle, while those 
of Team B group 
themselves inside 
the circle. Team 
A has one or two 
volley balls and, 
when the signal is 
given, these are 
thrown at the 
DODGE BALL (SIMPLE) membcrs of Team 

B. Anyone hit, must either drop out of the game- 
temporarily, or join the circle, according to the 




X Team A 
o Team B 



A PRACTICAL HANDBOOK OF GAMES 33 

agreement at the beginning of the game. The 
object of the game is to see who can stay in the 
center the longest without being hit. As soon as 
all are out, the sides change, and the game 
proceeds as before. 

Remarks. If the game is played out of doors, 
it is usually advisable in cold weather to have the 
players who are hit, join the circle and so keep on 
exercising, as they are apt to get chilled if they 
stand around idle until the game ends. This is the 
better way even in warm weather, as those who 
are out lose interest if the game lasts for some time, 
and besides they get very little exercise, especially 
if they are hit in the beginning. It is often a good 
plan to use a stop watch to see which side can stay 
in the center the longest, in which case it is neces- 
sary to have the players who are hit drop out of 
the game, as they would not care to assist in put- 
ting out their own players. 

Dodge Ball 

(Progressive) 

Playground; gymnasium. 

4th Grade through High School. 

30 to 90 players. 

Plan of Game. The players are divided into 
three teams. A, B, and C. The field or gymnasium 



34 A PRACTICAL HANDBOOK OF GAMES 




* Team A 



© TeamG 
DODGE BALL (PROGRESSIVE) 



is marked off into three divisions as in a basket 
ball court (women's rules), and in each of these 
divisions one of the teams stands. Let us suppose 

that Team A is at 
one end, Team B 
in the middle, and 
Team C at the 
other end. Teams 
A and C then try 
to hit the players 
in Team B with 
volley balls as in 
simple ^'Dodge 
Ball." Any player 
who is hit joins the side by which he was hit. The 
game continues until all have been hit. Then the 
players in Teams A and C are counted, and the 
team having the most goes into the center next 
time, while all from the original Team B, take the 
place thus vacated by the winners. 

Remarks. If preferred, a stop watch may be 
used, so that the length of time that each team 
remains in the center can be recorded, and the 
winning team ascertained after all three have been 
in the center. In this case, those who are hit will 
drop out of the game temporarily instead of joining 
the side by which they were hit. 



A PRACTICAL HANDBOOK OF GAMES 35 

Every Man in His Own Den 

Outdoors. 

3rd Grade through High School. 

10 to 50 players. 

Plan of Game. If a comparatively small num- 
ber are playing, have each player choose some well 
defined spot which is to serve as his den. When 
there is a large group, have three or four use the 
same den, and have the dens scattered about the 
playground, at lea,st 20 feet apart. 

The object of the game is for the player or 
players from each den to catch or tag as many 
other players as possible. One player starts the 
game by leaving his den, and the others try to 
catch him. The player who leaves his den last has 
precedence over any other player on the field and 
may tag anyone who does not belong to his den. 
As soon as a player is caught he becomes a 
member of the den into which he has been caught 
and must thereafter affiliate himself with, and try 
to catch others for, that den. The game ends 
when all are brought to one den. If time is called 
before this is done, the den in which there are the 
greatest number, wins. 

Remarks. Young children will often be un- 
willing to change their loyalty from one den to 
another as they are caught, and so will deliberately 



36 A PRACTICAL HANDBOOK OF GAMES 

let themselves be caught by the group with which 
they were originally associated. This, of course, 
destroys the whole idea of the game and is 'an 
exceedingly unsportsmanlike thing to do, so the 
game leader will have to watch for this and show 
the children how unfair it is, and perhaps even 
enforce some penalty to prevent it. 

German Bat Ball 

Playground; gymnasium. 

5th Grade through High School. 

10 to 50 players. 

Plan of Game. A playing space is marked off, 
the size being about that of an average basket ball 
court. Players are then divided into two teams, 
A and B. One team is ''at bat" as in baseball, 
the other in the field. The team that is batting 
numbers off for turns in batting, and each batter 
in turn stands on a designated spot or base, and, 
throwing the ball (a volley ball is the best) up a 
little with the left hand, swings the right arm and 
bats it as far as he can. He then runs through 
the enemy territory, around a designated spot 
(about 50 feet away), and back again to where he 
started. He must not run outside the designated 
boundary lines. The opponents, in the meantime. 



A PRACTICAL HANDBOOK OF GAMES 37 



Safe Territory 



o 



Team A 



try to hit him with the ball, and if they succeed, he 

is out. If he gets back safely, he scores one run for 

his team. The 

players bat in 

turn until three 

are put out, 

when the teams 

change. The 

team with the 

highest score at 

the end of the 

playing time, 

wins. 

Rules. 

1. The ball 
must go over a 
line about 15 feet 
from the batting 
base in order to 
be a fair ball. 

2. Players may not run with the ball, or hold it, 
but at least three of the players in the field must 
keep the ball in motion all of the time. Penalty 
for disregard of this rule gives one point to the 
batting side, even though the runner may be put 
out at the time. 

3. Each runner must be sure to make a complete 
circuit of the post or tree or bench which serves as 



□ 



Base for .Batters 



O O O o 



GERMAN BAT BALL 



38 A PRACTICAL HANDBOOK OF GAMES 

the base at the end of the running space, and then 
his course is optional the rest of the way. Failure 
to do this makes the run illegal and he must return 
and complete the circuit, and is liable to be hit 
by the ball all of the time. 

Player is Out: 

1. If his batted ball fails to go over the 15-foot 
line. 

2. If he is hit by the ball thrown by a player on 
the opposite side, while in enemy territory. 

3. If his batted ball is caught by one player on 
the opposite side. 

4. If his batted ball goes out of bounds on either 
side of the field. 

5. If he runs beyond the side boundary lines. 

Remarks. Before beginning the game it is well 
to coach players as to the way of batting the ball, 
emphasizing the fact that it must not be thrown 
high, and the elbows must be kept straight all of 
the time in order to get the most force. Have 
them turn the left side toward the field of play, 
just as in holding a baseball bat, and swing the 
arm from the shoulder. 

With beginners it is often a good plan to let them 
rest for a moment behind the base at the opposite 



A PRACTICAL HANDBOOK OF GAMES 39 

end of the field in order to watch their chance for 
running back. While they are there, they may 
not be hit by the ball, but the ball must be kept 
moving all the time by the players in the field. 
Gradually shorten the length of time that a runner 
may rest behind the base, and finally allow no 
pause whatsoever. 

Indian Club Race 
(Adapted from Potato Race) 

Playground; gymnasium. 

Jf-th Grade through High School. 

10 to 50 players. 

Plan of Game. Players are lined up in teams as 
for an ordinary relay race. At the right of the 
first player in each team, a circle is drawn, and in 
a straight line in front of him, at distances of 4 to 
6 feet, are marked a series of crosses, the number 
dependiug upon the age and ability of the players. 
On each cross is placed an Indian club. At the 
signal the first player in each team runs to the 
first club and brings it back to the circle. He then 
returns and gets the next, and so on until all the 
clubs are in the circle. He then touches the hand 
of the next player in the team and goes to the end 
of the line. The second player takes each club 



40 A PRACTICAL HANDBOOK OF GAMES 



-f 




+ 


-f 




+ 


-f 




+ 


+ 




+ 


+ 




+ 


1 


© 


• ©. 


2 




2 


3 

en 




3 


1^ 




4 


5 




5 


6 




6 



separately and puts 
each back on a cross, 
until all are out. 
Each player in turn 
repeats what No. 1 
and No. 2 have done, 
until all have run. 
The team which 
finishes first, wins. 



Remarks. 

game teaches 



INDIAN CLUB RACE 



This 
self- 
control and the 
ability to act quickly 
and accurately under 
excitement. Every 
club must be stand- 
ing before a player 
is considered to have 
finished his turn. 



Jump Rope Relay 

Playground; gymnasium. 

6th Grade through High School. 

10 to 4.0 players. 

Plan of Game. Players are divided into teams 
of equal numbers, who stand one behind the other 
as in the usual relay formation. Each team is pro- 



A PRACTICAL HANDBOOK OF GAMES 41 

vided with a rope about 6 feet in length. At the 
signal to start, the first and second players in each 
team take the rope between them, and run the 
length of the team, one on each side, dragging the 
rope along the floor under the feet of the others, 
each of whom jumps as the rope comes near him. 
When the two with the rope reach the end of the 
team. No. 1 lets go of his end of the rope and takes 
his place at the end of the team. No. 2 runs back 
to the front carrying the rope, and hands the other 
end to No. 3, and then these two proceed down the 
line as before. When each one in the team has 
run, and when No. 1 is back in his original place, 
the relay is ended, and the team finishing first, 
wins. 

Remarks. Be sure to warn those with the rope 
not to lift the rope from the floor as it is very easy 
to throw a player in that way. This relay has the 
advantage of keeping all the players active most 
of the time, for when they are not running they 
are jumping, and it holds everyone's attention. 



42 A PRACTICAL HANDBOOK OF GAMES 

Jump the Shot 

Gymnasium. 

4th Grade through High School. 

10 to SO players. 

Plan of Game. Players stand in a circle with 
one in the center who is the swinger. A bean bag 
is tied to the end of a long rope, and the one in the 
center swings this around on the floor, so that it" 
comes just in line with the feet of the players. As 
the bag approaches any player he jumps into the 
air to avoid it. If he is hit he must drop out of the 
game. The player who stays in the longest, wins, 
and becomes swinger the next time. 

Remarks. The one in the center must be 
warned not to swing the bag above the floor as 
otherwise it might hurt someone. Nothing heavier 
than a bean bag should be used, because when it 
swings around with great speed the force is likely 
to hurt ankles if a hard object is used. Since the 
position of swinger seems to be a coveted one, it is 
better not to have the one hit become the swinger 
because, it has been discovered that, when this is 
done, the players will not try very hard to jump. 



A PRACTICAL HANDBOOK OF GAMES 43 

Last Couple Out 

Playground; gymnasium. 
Grades 3 through 8. 
10 to 40 players. 

Plan of Game. Players are lined up in couples, 
about eight couples in a line. One player stands 
in front of the line as caller. When he calls '4ast 
couple out/' the two who are at the end of the line 
separate and run up to the front, and try to get 
together again before he catches either one. If he 
does tag one of them, he may be the caller again. 
If he fails, he may choose one of the two to take 
his place, and he becomes the partner of the other, 
with whom he takes his place at the beginning of 
the line, the game proceeding as before. 

Remarks. Emphasize the fact that those who 
are called out must come very quietly and use 
various methods of getting up to the front without 
being caught. The one who is calling must also 
be warned not to look to either side until the couple 
is in sight, sq that they will have a fair chance to 
get together. 



44 A PRACTICAL HANDBOOK OF GAMES 

Maze Tag 

Playground; gymnasium. 

3rd Grade through High School, 

10 to 50 players. 

Plan of Game. Players stand in parallel ranks 
or files, the number in each file depending upon 
the number playing. All the players join hands in 
horizontal lines across the files, thus forming aisles 
for the runners to pass through. Two are chosen; 
one to be It, the other to be chased. These two 
run in the aisles between the files, until the leader 
(previously chosen) periodically gives the com- 
mand ^^ Right (or left) face,'' whereupon everyone 
turns to the right (or left) and clasps hands again 
in the new formation. This makes new aisles 
through which the runners must go. These fre- 
quent changes in the running course often save the 
one who is being chased from being caught. The 
leader should often change the direction of facing, 
and should do this at moments when the pursuer is 
about to tag the runner, so that the excitement will 
be maintained. He must also see that the same two 
runners do not run too long and so monopohze the 
game. 

Players may not break through the lines nor tag 
across the hands. As soon as the runner is tagged, 
he either becomes It, or else chooses another to 
take his place. 



A PRACTICAL HANDBOOK OF GAMES 45 

Over and Under Relay 

Playground; gymnasium. 

5th Grade through High School. 

10 to 50 players. 

Plan of Relay. Players are divided into teams 
of equal numbers who line up as for a regular relay, 
with ample space between the players. Each team 
is provided with a basket ball. When the signal 
is given, the leader in each team passes the ball over 
his head to the one behind, who in turn passes it 
between his legs to the one behind him, and so on 
alternately down the Une — first over the head, then 
between the legs, until the last player receives the 
ball. He then runs to the front of the line, and 
the passing is repeated as before, until all are back 
in their original places. The team that finishes 
first, wins. 

Remarks. Many different forms of passing 
can be used in this relay in order to vary it, 
for example: 

1. Have everyone pass the ball over the head. 

2. Have everyone pass the ball between the legs. 

3. Have the last one walk to the front. 

4. Pass the ball back over the head then, instead 
of having the last one come to the front, have the 
whole team face to one side and pass the ball back 



46 A PRACTICAL HANDBOOK OF GAMES 

up the side, face in the opposite direction and pass 
it down that side, then face toward the back of the 
room and pass the ball back to the front through 
the legs. When the first one gets the ball, the race 
is ended. This last form is especially adapted to 
crowded quarters where running is out of the 
question, or for students who are in any way limited 
in capacity and so unable to take violent exercise. 



Overtake Relay 

Playground; gymnasium. 

4th Grade through High School. 

10 to 20 players. 

Plan of Game. Two teams, A and B, are lined 
up on opposite side-boundaries of a hollow square. 

A stool or some other 
guide is placed at each 
of the four corners. 
Each row of players 
faces a corner of the 
square, but the two 
rows face in opposite 
directions, the first one 
in each team being at 
the corner as shown in 
the diagram. On the 
signal, the first one in each team runs around the 
square, each chasing and trying to overtake the 



OVERTAKE RELAY 



A PRACTICAL HANDBOOK OF GAMES 47 

other. When they have completed the square 
and are back at their starting positions, each tags 
the hand of No. 2 who is waiting at that point, 
and then goes to the end of the Une. Nos. 2 im- 
mediately start off and the chase continues, until 
eventually a player on the one team will overtake 
a player on the opposite team and tag him, thus 
winning the game for his team. If the teams are 
very evenly matched, it may be necessary for all 
the members of a team to run twice or even 
three times before anyone is overtaken, but the 
game does not end until a player is tagged. 

Remarks. This game is very exciting and 
makes an excellent interclass contest; each class 
may carry a ribbon of the class color and pass it 
from one member to the other as they run. 

Poison Snake 

Playground; gymnasium. 
Grades 3 through 8, 
10 to 20 players. 

Plan of Game. Players stand in a circle with 
hands joined. A group of Indian clubs is placed 
in the center of the circle, with about a foot of 
space between the separate clubs. The object of 
the game is to have the players in the circle pull 



48 A PRACTICAL HANDBOOK OF GAMES 



each other into the center so 
Those who touch the clubs 




POISON SNAKE 

them, and to relax the pull 
make another touch them, 
kept clasped throughout the 
have been eliminated from 
start another circle in order 



as to touch the clubs. 

are out of the game. 
The one who re- 
mains longest with- 
out touching the 
clubs, is the winner. 
Remarks. This 
game is somewhat 
rough, so if possible 
it is well to have 
separate circles for 
the boys and girls. 
Teach the players 
to jump over the 
clubs to avoid 

suddenly in order to 
The hands must be 

game. When several 

one circle, have them 

to be occupied. 



Push Ball Relay 



Playground; gymnasium. 

Srd Grade through High School. 

10 to 80 players. 

Plan of Game. Formation is the same as in 
simple form of relay. 



A PRACTICAL HANDBOOK OF GAMES 49 

Each team is provided with a wand and a basket 
ball or a medicine ball. The object of the game is 
to have each player in turn push the ball with the 
wand to a designated spot and return. The 
team getting back to their original position first, 
wins. 

Remarks. The ball may not be hit — it must 
merely be pushed, the wand being kept close to 
the ball all the time and a sort of "scooping" 
motion used. The same rules as apply in other 
relays apply here. 

Push Club Relay 

Playground; gymnasium, 

3rd Grade through High School. 

10 to 80 players. 

Plan of Game. This relay is played in the same 
way as ''Push Ball Relay/' except that an Indian 
club replaces the ball, and the club may be hit, as 
well as pushed. 

Remarks. Owing to the shape of the club it is 
very difficult to make it go straight so that amusing 
situations constantly arise. This is therefore a 
very interesting game to use in a gymnastic meet 
of any kind, as the audience enjoys it almost as 
much as the participants. 



50 A PRACTICAL HANDBOOK OF GAMES 

Red Light 

Playground; gymnasium. 
Grades 1 through 6. 
10 to 40 players. 

Plan of Game. One player, who is chosen to be 
It, stands at the extreme end of the field or gym- 
nasium with his back to the center. All other 
players are grouped at the opposite end. The one 
who is It counts up to ten as rapidly but as clearly 
as possible, then shouts "Red Light" and turns 
around quickly. While he is counting, the other 
players are running toward him, but as soon as 
he says "Red Light '^ they must stop at once and 
must not move while he is looking at them. If he 
should see a player moving, he sends him back to 
the starting line to begin again. Then he turns 
around again and the game proceeds as before. 
The first player who reaches the goal line on which 
the one who is It is standing, wins the game, and 
may be It the next time. : 

Remarks. The game is a variation of "Ten 
Steps" in which game the players are supposed 
to go somewhere and hide, and it can be played 
either on the playground or in the gymnasium. 
It gives practice in quick action and quick mus- 
cular control; it encourages timid children to take 
chances ; and it affords continuous exercise. 



A PRACTICAL HANDBOOK OF GAMES 51 

Caution. Be sure to emphasize the fact that a 
child who is seen moving must go all the way hack 
to the starting hne and not merely make a feint at 
going. Make it plain that this is a point of honor 
and exclude any child from the game who is found 
not to be fulfilling the requirement. Be sure that 
the one who is It counts to ten without skipping 
any numbers, and speaks loudly and distinctly 
enough to be understood. 

Relay Race 
(Simplest Form) 

Playground; gymnasium; schoolroom. 
3rd Grade through High School. 
10 to 80 players. 

Plan of Game. According to the number of 
players, teams of about ten in number are chosen. 
The teams line up in parallel rows, the leader of 
each team having his toes on a starting line or 
mark, the others of his team standing directly 
behind him. On a signal, the leader in each row 
runs to a designated spot (usually a wall or fence) , 
touches it, then runs back and touches the next 
player in his team who has moved up to the starting 
line and is waiting there with hand outstretched to 
be touched. After this the first player goes to the 
end of the line. The moment the second player is 



52 A PRACTICAL HANDBOOK OF GAMES 

touched, he dashes off and runs as the first one did. 
The game continues in this manner until each 
player has been touched and has run the required 
distance and the leader is once more at the head of 
the hne. The team which accomplishes this first, 
wins the race. 

Variations. 

1. Have the runners skip over to the mark and 
run back. 

2. Have them hop over on one foot, and back on 
the other. 

3. Have them walk both ways or walk one way 
and run the other. 

4. As each player returns, instead of having 
him tag the first player in the line, have him 
run to the end of the line and touch the last 
player who touches the one in front of him and 
so on up the line until the first player receives 
the tag — when he runs. 

Rescue Relay 

Playground; gymnasium. 

3rd Grade through High School, * 

10 to 80 players. 

Plan of Game. Formation is the same as in the 
simple form of relay, except that one player from 
each team stands facing his own team at some 



A PRACTICAL HANDBOOK OF GAMES 53 

distance from it. On the signal, this player runs 
to the first one in his team, grasps his hand, and 
runs back with him to the leader's original place. 
The original runner then stays there, but the one 
whom he took over goes back and gets the next 
player, and so the game continues until all have 
been brought over, and a new line has been formed 
behind the original leader. The team that is first 
rescued (that is, that gets all its players to the 
new line first), wins. 

Remarks. Players must be sure to keep hands 
joined while they are running, and both must go the 
entire distance across the running space before the 
one can return for the next player. In all relays, 
in order to avoid collisions and to save time, 
instruct runners always to run to a designated side 
ot the line to reach the next player — right or left 
according to the circumstances. Be sure that each 
player waits on the line until he is touched. Dis- 
qualify any team or player that disregards this 
rule. 

Stealing Sticks 

Playground; gymnasium. 

4th Grade through High School. 

10 to 50 players. 

Plan of Game. A large playing space is divided 
across the middle by a well-defined line. The 



54 A PRACTICAL HANDBOOK OF GAMES 

players are divided into two teams, A and B, with 
a captain for each team. At the extreme back end 
of each side, in the middle, three sticks of wood or 
Indian clubs or bean bags are placed, which are 
caUed the booty. Over in one corner on a line with 
the booty is marked off a space about 4 feet square 
which is the prison. 

The object of the game is to steal the sticks, or 
booty, of the opposite team. As soon as any player 
crosses the center line he is in enemy territory and 
is liable to be caught, but if he can succeed in 
capturing a stick, club, or bean bag, or whatever 
is being lUsed as booty, he may then return to his 
own side in safety. If he is caught before he gets 
the stick, he must go to prison and wait there until 
a player from his own team comes to get him. As 
soon as the one who rescues him touches his hand, 
they may both return to their own side without 
being tagged, as in the case of the capturing of a 
stick. The game ends when one team has all the 
booty and none of its men in prison. If time is 
called, the team having the greater number of 
sticks or prisoners, wins. 

Rules. 

1. The game must not start until a definite signal 
is given. 

2. Only one stick (bean bag, ball, etc.) or one 
prisoner may be taken at a time by any player. 



A PRACTICAL HANDBOOK OF GAMES 55 



3. Not more than one player may guard either 
the sticks (booty) or the prison. 

4. The guard of the sticks (booty) may not sit 
or stand upon the 
sticks, but must 
leave them well 
exposed. 

5. The last pris- 
oner caught at 
any time during 
the game, must 
stand with at 
least one foot in 
the prison; the 
other prisoners 
may then stretch 
out from him, but must keep their hands or feet 
touching, all of the time, in one continuous line. 
The rescuer then takes the first one in the line 
each time, until all are freed. 

6. No prisoner may run out to meet a rescuer 
who is coming toward him. 

Remarks. Coach players to use strategy in 
making advances for booty; as, for example, by 
having several make a concerted attack and 
thus confuse their opponents. Urge them to take 
risks and thus keep up the interest of the game. 
In cold weather it is suggested that prisoners 





Booty 


••• 


Prison 






X 






X 




X 




Team A 


X 






X 


X 


Dividing Line ^ 


O 1 


o o 


o 






o 




TeamB 


o 






Prison 




1 


.*. 


Booty 





STEALING STICKS 



56 A PRACTICAL HANDBOOK OF GAMES 

either be allowed to escape, or else be exchanged 
in order to avoid having them stand still too 
long. 

Sometimes in the midst of the game, if action 
seems somewhat slow, the leader calls out: '^Pris- 
oners may escape." Allowing prisoners to escape 
creates great excitement and makes everybody 
move. 

This game is practically a universal favorite, 
affords much exercise, holds the interest of players, 
and tends to encourage timid children to be less 
afraid. 

Straight Line 

Gymnasium. 

3rd Grade through High School. 

10 to 50 players. 

Plan of Game. The players are arranged in 
two parallel lines, about 10 feet apart, in file 
formation. On a signal from the teacher, the play- 
ers in each line turn away from the center, run to 
the opposite end of the gymnasium, touch the wall, 
and run back to place. The object is to see which 
line of players can get back to place and form a 
straight line first. One point is awarded to the line 
first getting back into order. The line that has the 
most points at the end of the play period, wins. 



A PRACTICAL HANDBOOK OF GAMES 57 

For variation have the Hnes run in a circle, fol- 
lowing the leader, to see which one can get back to 
place first. Then have them face in the opposite 
direction and have the player at the other end act 
as leader, and proceed in the same way. Other 
types of formation may be used at the teacher's 
discretion. 

Remarks. While this isn*t a "game" in the 
true sense, it can serve as such at the end of a 
gymnasium lesson when the time is hmited. It 
gives the children good practice in forming a 
straight line and coming to attention with rapidity, 
and since an element of competition enters, it holds 
their attention. This is a good combination of 
free exercise and fundamental position. 



Trades 

Playground; gymnasium. 
Grades 1 through 6. 
10 to 60 players. 

Plan of Game. The players are divided into 
two teams, A and B. Team A thinks of some trade 
or occupation, such as "digging potatoes," "wash- 
ing windows, " etc., and advances to a line on which 



58 A PRACTICAL HANDBOOK OF GAMES 

the other team is standing. As Team A advances 
the following conversation ensues : 

Team A: '^Here we come/' 

TeamB: ^^ Where from?'' 

Team A: ^^ New York." 

Team B: '^What's your trade?" 

Team A: ^'Lemonade." 

Team B: ''How do you do it?" 

The players on Team A then perform the action 
while the other players try to guess the trade. As 
soon as a player on Team B gives the correct 
answer, the whole team chases the players on 
Team A as far as their goal line, trying to catch as 
many as possible before they reach there. Any 
Team A players who are caught return with the 
catchers and become members of their team. The 
game continues in this manner until a specified 
number of Team A players are caught by Team B. 
Then Team B may choose a trade, and Team A 
does the guessing. 

Remarks. If the guessing side seems slow in 
finding out the trade, have the actors give the 
initials of each word, as ''W. T. W." — ''washing 
the windows," as this will help to speed up the 
action. This game has about the same features in 
its favor as "Flowers and the Wind " and is equally 
popular. 



A PRACTICAL HANDBOOK OF GAMES 59 

Vakieties of '^Three Deep'' and 
Related Games 

Playground; gymnasium. 

4th Grade through High School. 

W to 50 players. 

1. SIMPLEST FORM 

Plan of Game. Players stand facing the center 
in a double circle; that is, in two circles with one 
player directly behind the other, so as to form pairs 
or couples. Two players are chosen, one to act as 
runner y the other as chaser. The object of the game 
is for the chaser to tag the runner. The runner and 
chaser start outside the circle usually at points 
opposite each other. Whenever the runner is about 
to be tagged, he runs in front of any pair in the 
circle and stands there, whereupon that group 
being thus made 'Hhree deep," the outer one of the 
three must run, and the chaser then tries to tag 
him. When a player is tagged he becomes the 
chaser, the former chaser becomes a runner, and 
the game continues as before. 

Remarks. When there are a great many play- 
ing, it is better to have two runners and two 
chasers. 

Be sure to coach players to dodge in front of a 
couple frequently so that all will have a share in 
the game. 



60 A PRACTICAL HANDBOOK OF GAMES 

To vary the game, have the runner stop behind 
a pair, whereupon the one in front must run; or 



New Runner 




o Chaser 



THREE DEEP 



to change it more completely, reverse the positions 
by having the third man become chaser and the 
chaser become the runner. 



2. TWO DEEP* 

Pla^ of Game. Players are seated in a single 
circle. Two are chosen to act as chaser and runner 
as in the '' Simplest Form of Three Deep.'^ The 



* The procedure and rules for the variations of "Three Deep' 
are the same as in the "Simplest Form" of the game. 



A PRACTICAL HANDBOOK OF GAMES 61 

runner instead of standing in front of a player for 
safety, must sit in front of him, whereupon that 
one must jump up and run. 

Remarks. The advantage of this game is that 
it requires agihty to be able to sit and stand 
quickly, and thus an element of interest is added 
for older players. If there is a large group play- 
ing, have the players sit in a double circle and 
proceed as in "Three Deep.'' 

3. PARTNERS SIDE BY SIDE 

(Single Circle) 

Plan of Game. Partners stand in single circle, 
side by side, hands joined. The one who is being 
chased grasps the left hand of one player, where- 
upon his partner must run. 

4. PARTNERS FACING 

• (Double Circle) 

Plan of Game. In this form of the game the one 
who is being chased runs in between a couple, and 
the one to whom his back is turned must run. 

5. STRIDE STANDING 

(Double Circle) 

Plan of Game. •Here players stand with their 
legs astride. The one who is being chased dives in 



62 A PRACTICAL HANDBOOK OF GAMES 

between the legs of a couple, and the last man 
must then run. 

6. SITTING AND JUMPING 

(Single Circle) 

Plan of Game. Players sit in a single circle. 
The one who is being chased jumps over a player 
from the back, whereupon that player must get up 
and run. 

Up and Down Relay 

Playground; gymnasium. 
Grades 3 through 8. 
10 to 4-0 players. 

Plan of Game. Players and clubs are arranged 
as shown in the diagram. On the signal, the first 



C^ ^ ^ 12 3 4"; 

Clubs O"* — 0< — O < X X X x' Team A 



r 0« — 0< — O < o o o o\ TeamB 



UP AND DOWN RELAY 

player in each team runs to the clubs and knocks 
each down in succession. He then returns to the 
next player in line, tags his hand and goes to the 
end of his team. The game then proceeds as in 
other relays, except that one pkyer knocks down, 
and the next sets up, the clubs. Only one club can 



A PRACTICAL HANDBOOK OF GAMES 63 

be set up or knocked down at a time, and before a 
player is considered to have completed his turn, 
every club must be standing or every club must be 
down. 

Remarks. This relay is somewhat like the 
''Indian Club Race/' but it is simpler in form as 
there are only three clubs to be set up and not so 
much running back and forth for the individual 
players. It gives children practice in self-control 
under stress of excitement, however, and is a good 
preparation for the ''All Up Relay'' or the " Indian 
Club Race." 

Whip Tag 

Playground; gymnasium. 
Grades 1 through 6. 
10 to 30 players. 

Plan of Game. This is almost exactly like 
"Skip Away," except for the fact that the runner 
carries a whip (a knotted ribbon or handker- 
chief), which he puts into the hands of one of 
the players who are all standing in a circle, with 
their hands held open behind their backs. As soon 
as a player receives the whip he gives chase to the 
one who gave it to him, and tries to hit him with 
it before he can get back to the vacant place in 
the circle. The whipper then goes around the 



64 A PRACTICAL HANDBOOK OF GAMES 

circle once more, dropping the whip into another 
player's hands, and the game proceeds as before. 
A fast runner will probably not be hit at all, so it 
is a great incentive to each runner to go as fast 
as possible. 

Remarks. To make the game a little more 
exciting, have all of the players in the circle keep 
their eyes closed and urge the runner to go as 
quietly as possible so that no one will know into 
whose hands he is going to drop the whip. This 
affords opportunity to teach the children to play 
honestly and not '^ peek." If players are tempted 
to open their eyes to peek, make it a strong point 
that the whip will never be given to any one who 
does not play fair and keep his eyes closed. 

Basket Ball Relay, No. 1 

Playground; gymnasium. 

4th Grade through High School. 

10 to 100 players. 

Plan of Game. Formation is the same as for 
simple form of relay. The leader of each team 
holds a basket ball or a baseball. On the signal he 
runs to a designated spot opposite his team, turns 
around, and throws the ball back to the second 
player in his team, who has stepped up to the start- 
ing line. The second player, on catching the ball, 



A PRACTICAL HANDBOOK OF GAMES 65 

runs as the first one did, and the race proceeds in 
this way until every player has caught the ball 
and crossed to the opposite side. The team wins 
which first has all its members on the opposite side. 

Remarks. For younger players a bean bag may 
be substituted for either kind of ball. When a 
basket ball is used, have different throws used in 
order to train prospective basket ball players in 
the various methods of passing ; and also emphasize 
the correct way of catching. If a baseball is used, 
have the imderhand throw used, and when girls 
are playing, use an indoor baseball. This relay 
furnishes excellent preparatory practice for basket 
ball and baseball. 

Basket Ball Relay, No. 2 

Basket Ball Court. 

7th Grade through High School, 

10 to 20 players. 

Plan of Game. Two teams, A and B, are lined 
up across the end boundaries of the basket ball 
field. On a signal, the first member of each team 
runs with the basket ball to the opposite end of the 
field, and tries to put the ball into the basket. He 
stays until he succeeds, whereupon he returns to 
the second member in his team, and gives him 
the ball. The second then proceeds as the first 



66 A PRACTICAL HANDBOOK OF GAMES 

one did. This is repeated until every member of 
the team has succeeded in putting the ball into the 
basket and has returned to his side. The team 
on which the last player returns first, wins. 

Variation. Have two players run down the 
field at the same time, passing the ball zigzag to 
each other, taking turns at trying for the basket 
until the ball goes in, then returning in the same 
manner. This keeps more people active and also 
gives excellent practice in passing and catching. 
(See cautions under '^Pass and Catch Relay.^0 

Remarks. Speed and accuracy are great factors 
in this game, and the ability to shoot baskets under 
the stress of the moment is cultivated. Thus it 
gives a coach opportunity to discover good '^for- 
ward" material for basket ball. 

Basket Ball Relay, No. 3 

Basket Ball Court. 

8th Grade through High School. 

10 to 20 players. 

Plan of Game. Two teams are lined up in 
parallel lines, the leaders standing on the first 
division line of the basket ball field, the others in 
a line behind, and all facing the basket. 

On the signal, the leader of each team, each 
holding a basket ball, runs to the same basket and 



A PRACTICAL HANDBOOK OF GAMES 67 

tries to put his ball into the basket. Whether he 
succeeds or not he inunediately returns to the second 
member of his team, gives him the ball, and goes 
to the end of the line. The second member then 
has a try at the basket, and so on through the 
whole team. 

Every time a player puts the ball into the basket 
it counts one point for his team. The team finish- 
ing first is also awarded one point, so the winning 
team is the one that gets the greater number of 
points. 

Remarks. This game is perhaps better suited 
to skilled basket ball players; for since only one 
trial for the basket is permitted, beginners would 
make almost no score and so would get very little 
practice in shooting. 

Always insist upon having the ball carried back 
and put into the hands of the next player — it must 
not be thrown. 

Basket Ball Shuttle Relay 

Gymnasium. 

8th Grade through High School, 

20 to 60 players. 

Plan of Game. Players are lined up in teams 

as in ''Shuttle Relay.'' 

On the signal, the first player in the half of each 
team that is facing down the gymnasium throws 



68 A PRACTICAL HANDBOOK OF GAMES 

a basket ball to the first player in the other half 
of his teani lined up just opposite, and then runs 
across the gymnasium. When this player crosses 
the line on which the player who has just caught 
the ball is standing, the latter throws the ball 
across to the player facing him on the opposite 
side and runs across to that side, even as the first 
player did. This continues back and forth until 
all the players on a team have exchanged sides. 
The team on which the last player reaches tihe 
opposite side first, wins. 

Variation. Instead of having the player who 
holds the ball throw it as soon as the one who is 
running crosses the line on which he is standing, 
have the runner go to the last player on the team 
and tag him; he in turn tags the one in front of 
him, and so on up the line until the first one 
receives the tag, when he throws the ball and runs. 
This gives everyone a chance to participate more 
directly in the game each time, and also helps to 
hold the interest and to teach quick reaction and 
self-control. 

Remarks. This game has an advantage over 
''Basinet Ball Relay, No. 1," in that there is no 
running with the ball, and that there is the added 
element of practice in passing and catching. It 
is, of course, a more advanced form. 

See diagram for ''Shuttle Relay." 



A PRACTICAL HANDBOOK OF GAMES 69 

Boston 
(Cover Stool) 
Gymnasium, 

Srd Grade through High School, 
10 to 30 players. 

Plan of Game. Players are seated in a circle on 
stall bar benches, or chairs. There is one empty- 
chair, in which one player who stands in the center 
tries to sit. The center player calls out period- 
ically, ^'Change left," or '^ Change right," where- 
upon everyone who is seated must change places, 
moving only in the designated direction, while 
he rushes for the empty chair. If he should capture 
it, the one next to it who failed to fill it in time 
must go into the center. The game continues 
thus indefinitely. 

Remarks. This game can be used equally well 
for grown people in community gatherings and 
affords much amusement. 

Boundary Ball 

Playground; gymnasium. 

6th Grade through High School. 

10 to 40 players. 

Plan of Game. The field or gymnasium is 
divided into two parts by a line drawn through 
the center on the ground or floor. The players 



70 A PRACTICAL HANDBOOK OF GAMES 



Rear Boundary 



Starting Position 



Team A 



form two teams, A and B, and line up on either 
side of the center line, about 10 feet from it. 

The object of the game is for the one team to 
throw the ball over the opponents' rear boundary 
line, thus scoring one point toward winning. 

The game is started by having one member of 
the team that wins the toss up take the first throw. 
The point at which the op- 
posing team stops the ball 
indicates the point at which 
they must line up for their 
throw. Thus the object of 
the team that throws is not 
only to throw the ball over 
the opponents' boundary 
line, but also to force the 
other team back as far as pos- 
sible. If the ball should fall 
in front of a team, any mem- 
ber may run forward and 
stop it, and the whole team may move up to that 
point, but never farther than the original starting 
place, that is 10 feet from the center line. 
The side first scoring five points, wins. 

Remarks. This game which is similar to " Catch 
Bair' is excellent preliminary practice for basket 
ball, as it involves quick passing and catching, 
and keeps the teams, as a whole, active all the time. 



Team B 
o o c 



Rear Boundary 



BOUNDARY BALL 



A PRACTICAL HANDBOOK OF GAMES 71 

Bronco Tag 
Gymnasium. 

7th Grade through High School. 
14 to 50 players. 

Plan of Game. Players stand in a circle in 
groups of three, one behind the other, the second 
clasping the first and the third clasping the second 
around the waist. The first of each group of 
three represents the head of the bronco, the second 
the body, the third the tail. Two players are 
chosen who chase each other around the circle. 
The one who is being chased, to avoid being 
caught, tries to catch hold of the tail of the bronco, 
but the bronco turns away from him and tries to 
keep him off by dodging first one way and then 
another. If he should succeed in keeping hold of 
the bronco, the player who is the head must then 
run and be chased, and so the game continues. 
If the chaser tags the runner before he catches 
hold of a bronco's tail, then the runner becomes 
the chaser and must try to tag him. 

Remarks. This is a very lively and amusing 
form of the game, ''Three Deep,'' and players 
must be warned to keep tight hold of one another 
when the bronco is "bucking." The game may 
be too rough for younger children so it may be 
wiser to restrict its use to older ones, especially in 
the case of boys. 



72 A PRACTICAL HANDBOOK OF GAMES 



Captain Ball 

(Simplest Form) 
Gymnasium. 

7th Grade through High School. 
14 players. 

Plan of Game. Three circles are drawn on the 
floor in each half of the playing space, in triangular 
arrangement, about 15 feet being allowed between 
the circles in each triangle. These circles are the 
bases. The players are divided into two teams, 
as Team A and Team B, and each team consists 
of three basemen (one of whom is the captain), 



/BaseN 



rCapt'sN Tgam B 



@ 

Fielders 



<§> 

IBase\ 



/Base\ 



Team A ^vfCfP*'^) 
Guard ®^ ^^^ '' 



TeamB 



CAPTAIN BALL 



three, guards, and a fielder. The basemen stand in 
the bases, the guards of Team A in front of those 
of Team B, and vice versa, and the fielders almost 
in the middle of the playing space, although they 
are at liberty to run at large and to catch the ball. 



A PRACTICAL HANDBOOK OF GAMES 73 

The object of the game is to have a captain 
catch the ball when it is thrown from one of his 
basemen. Each time he does so it scores one point 
for his side. 

The game is started by having the ball tossed up 
between the two fielders standing in the center. 
The one who catches it has the privilege of the 
first throw. The game then continues, each side 
trying to throw the ball from a baseman to the 
captain, while the guards try to intercept the 
throws. Each time the captain catches the ball, 
it is taken back to the center, and the game 
begins again, as before. The time is divided into 
halves, the side having the higher score at the 
end of the second half, winning. At the end of 
the first half, the guards and basemen change 
places. 

Fouls. It is a foul : 

1. For a baseman to step out of his base with 
more than one foot. 

2. For a guard to step inside a base, even with 
one foot. 

3. To snatch the ball from an opponent. 

4. To bounce the ball more than once. 

5. To run with the ball. 

6. To hand the ball instead of throwing it. 

7. For a player to hold the ball more than three 
seconds. 



74 A PRACTICAL HANDBOOK OF GAMES 

Penalty for any one of the above is a free 
throw by a baseman to his captain. 

Remarks. When there are more than fourteen 
players, more circles can be added to acconmiodate 
the greater number. For more advanced forms 
of the game, see Jessie Bancroft's "Games for the 
Playground, Home, School, and Gymnasium" 
(Macmillan). 

Where the playing space is limited this game is 
an excellent substitute for basket ball, and can be 
used as a game preliminary thereto, as it gives 
practice in catching, passing, and guarding, and 
embodies many of the rules of basket ball. 

Catch Ball 

Gymnasium; schoolroom. 

7th Grade through High School. 

20 to 50 players. 

Plan of Game . When played in the gymnasium, 
if there is a basket ball court marked in three 
divisions as for women's rules, one team {A) is 
scattered over the space at one end, the other team 
{B) at the opposite end; and the central space is 
called neutral territory. These divisions can 
easily be marked with chalk when there is no 
basket ball court, and in the schoolroom certain 
rows of desks are designated as the neutral space. 



A PRACTICAL HANDBOOK OF GAMES 75 



The object of the game is for one team to throw 
a basket ball across the neutral territory into the 
space occupied by the opposing team and, if 
possible, to make the ball land on the floor. 

At the start, to determine which team may 
serve first, two players, one from each team, are 
called into the 
central or neu- 
tral area, and the 
ball is tossed up 
between them. 
The player who 
either catches 
the ball or bats 
it into his own 
territory wins 
the first serve 
for his team. 
That team then 
serves. If the 
opposing team 
catches the ball, 
it immediately throws it back, and has the privilege 
of scoring a point if the ball hits the floor. If the 
ball is not caught, the first team serves again. 
However, every time the ball is thrown into 
neutral territory, the serve changes. 

Whenever one team causes the ball to land on 
the floor in the territory of the opponents, one 







Team A 








X 


X 


X 




X 




X X 




X 




X 


X 


X 








o 










Neutral Territory 










X 








o 


o 


o 




o 




o o 




o 




o 


o 

Team B 


o 





CATCH BALL 



76 A PRACTICAL HANDBOOK OF GAMES 

point is scored for the team who did the throwing; 
but if the ball lands in the neutral territory, one 
point is scored by the opposite team. The team 
first getting twenty-five points, wins the game. 

Remarks. The more rapidly the ball is passed 
back and forth, the better is the chance of scoring, 
so coach the players not to wait when they catch 
the ball, but to throw it back immediately and to 
aim at a spot where no opponent is standing. If 
certain players seem to monopolize the play, 
change the positions from time to time so that all 
may have an equal opportunity. The long over- 
arm pass is usually most successful, and thus this 
game affords excellent preliminary practice for 
basket ball, since it also gives training in catching 
and gaining speed in handling the ball. 



Corner Ball 

Playground; gymnasium. . 

7th Grade through High School. : 

10 to 60 players. 

Plan of Game. A playing space about the size 
of an average basket ball court is divided in 
half, and goals about 2 feet square, are marked off 
in the further corners of each half. The players 
are divided into two teams, which stand scattered 



A PRACTICAL HANDBOOK OF GAMES 77 



about in each half of the field. In each goal is 
stationed one player who is goal man for the team 
on the opposite side of the field. 

The object of 
the game is to 
throw the ball 
over the heads of 
the opponents to 
one of the goal 
men at the rear. 
Each time the 
ball is caught 
by a goal man 
it counts one 
point for the side 
throwing it. The 
side first gaining 
twenty points, 
wins. 



o 










o 


X 




X 






Team A 








X 


X 


X 




X 




X X 


X 


o 




o o 


o 




o 


o 

TeamB 


o 




o 








o 


X 










X 



CORNER BALL 



Fouls. 

1. No player may cross the line which divides 
the field. 

2. The goal men may not step out of their goals. 

3. No opponent may step inside a goal. 

If a ball is caught by a goal man as a result of 
any of the above fouls, it does not score. 
Penalty for fouls : Ball goes to the other side. 



78 A PRACTICAL HANDBOOK OF GAMES 

Corner Kick Ball 

Playground; gymnasium. 

7th Grade through High School. 

10 to W players. 



Plan of Game. Players are divided into two 
teams which line up about 50 feet away from each 
other, facing the center of the field or gymnasium. 
A line is drawn across the middle of the field, and, 

on this, a basket 
ball or a soccer 
ball is placed. 
Four players, 
one from both 
ends of each 
team, come to 
the center and 
stand around the 
ball. On the sig- 
nal, each tries to 
kick the ball to- 
ward the oppo- 
nents' goal line 
on which the 
team members 
are standing. When it comes near a goal line, the 
members of that team kick it away. The object 



Goal Line 


\ o 
\ 


o o 


o / 
/ 


\ 
\ 
\ 




/ 

/ 
/ 


V 

\ 
\ 
\ 




/ 

/ 
/ 


\ 

\ 


> 

/ 


/ 










r b9, «, 




i 


' \ 




/ 


\ 




/ 




\ 


/ 




\ 


/ 




\ 


/ 




\ 


/ 
/ 




\ 


/ 
/ 




\ 


/ 




\ 


' 


X X 


X * 




"G^al Line 





CORNER KICK BALL 



A PRACTICAL HANDBOOK OF GAMES 79 

of the game is to kick the ball over the opponents' 
goal line, each goal thus gained counting one point. 
Wlienever a goal is made, the ball goes back to the 
center, and four more players come out and start 
the game as before. 

The side first gaining five points, wins. 

The players on the goal line may not run out 
more than two feet to kick the ball. 

The ball may not be touched with the 
hands. 

Penalty for the latter: Ball goes back to the 
center and is started as at the beginning. 

Drive Ball 

Playground; gymnasium. 

7th Grade through High School. 

10 to 30 players. 

Plan of Game. A field or playground space, 
about 50 feet long and 30 feet wide, is divided into 
two equal parts with a line across the center. At 
the center of the back line of each side, a goal about 
4 feet wide and 2 feet long is marked. Bases are 
marked at certain distances over each half of the 
field, the number and distance being determined 
by the number of players. Players are divided 



80 A PRACTICAL HANDBOOK OF GAMES 

into two teams, and each player stands on a base, 
from which he may not move more than 2 feet, 
while one player, chosen beforehand, guards each 
goal. The object of the game is to bat the ball 
into the opponents^ goal. 

The game is started by two players, previously 
selected, one from each side, who stand on the 
middle line, each facing his own goal. The ball is 

tossed up be- 
tween them and 
each tries to bat 
it with his fist 
toward his op- 
ponent's side. 
The game there- 
after continues 
by each team's 
trying to bat the 
ball toward the 
opponents' goal 
and to keep it 
from their own. 
The ball must 
not be caught or 
thrown, but if it falls to the ground it may be 
picked up and batted again. 

Every time the ball goes into the goal it scores 
two points for the attackers. For every foul, one 
point is scored for the opposing side. 







Goal 










X 






X 


X 

X X 

Team A 


X 


X 


X 

o — X 


X 


o 


o 

Team B 

O o 


o 


o 


o 


o 










- 




o 








Goal 







DRIVE BALL 



A PRACTICAL HANDBOOK OF GAMES 81 

Fouls. It is a foul to catch the ball, to hold it, 
to throw it, or to cross the middle line. 

Figure Eight Relay 



Playground; gymnasium. 
Grades 5 through 8. 
10 to 40 players. 

Plan of Game. Formation 
is the same as in ^^Up and 
Down Relay. ' ' On the signal, 
the first player in each team 
runs to the clubs, and weaves 
his way between them de- 
scribing a figure eight, both 
going and returning. He then 
runs back to his team, touches 
the hand of the next one in 
line, who proceeds in the same 
way, and so on, the race con- 
tinuing as in other relays. If 
a player knocks a club down, 
he must stop and set it up 
again. 




FIGURE EIGHT RELAY 



Remarks. The value of this relay lies in the 
fact that great care must be used when making 
the figure eight, but speed must be maintained 



82 A PRACTICAL HANDBOOK OF GAMES 

at the same time. Every club must be left stand- 
ing before a player may return to his team. 

Floob Ball 

Playground; gymnasium. 

7th Grade through High School. 

10 to 30 players. 

Plan of Game. When played indoors, the play 
space is the entire gymnasium floor; when played 
out of doors, it is a field, about 40 x 80 feet in size. 
A goal line is drawn across each end, about 3 to 
5 feet from the wall, or boundary, the intervening 
space serving as the goal. If possible, a rope is 
also stretched across each end of the room or field, 
5 feet above the goal lines. 

The players are divided into two teams, and at 
the beginning of the play they must line up behind 
the goal lines. A referee is chosen, or the teacher 
or game leader may act as referee. The ball used 
is a basket ball or volley ball, and it is put in play 
on the goal line of the team winning the toss up. 
One of the players chosen from that side, bats the 
ball while it is on the line. Then he and all of his 
team mates run out, keeping on a line with the 
ball. At the same time all the players from the 
other team run out from their goal and oppose 
them. 



A PRACTICAL HANDBOOK OF GAMES 83 



The object of the game is to bat (not throw) 
the ball over the opponents' goal line, and each 
time this is 

done it counts "^ ^^^'' ^ 

three points. 

When the 
ball is stopped 
by two or more 
players for any 
length of time, 
the referee 
must blow his 
whistle, stop 
the play, and 
select two 
players who 
must stand 
with the ball 
between them; 
and, at the signal, try each to bat the ball toward 
his own goal. 

The playing time is divided into halves, the 
length to be determined by the age of the players. 
The goals are changed at the end of the first half. 
The side having the higher score at the end of the 
second half, wins. After the first half the ball shall 
be put in play by the side not putting it in play 
last. 




FLOOR BALL 



84 A PRACTICAL HANDBOOK OF GAMES 

Fouls. 

1. Catching or holding the ball with two hands. 

2. Kicking the ball, or stopping it with the foot. 

3. Touching of the ball a second time by the 
one who puts it in play at beginning, before it is 
touched by another. 

4. Striking ball with fist. 

5. Tackling, holding, or pushing an opponent. 
A foul gives the ball to the opposite side at the 

point where the foul was made. 

Remarks. This game is likely to become very 
rough unless carefully watched, and there will 
always be a tendency for players to ''bunch " where 
the ball is. Coach players to keep as open a 
formation as possible, and to bat the ball along the 
floor from one to another. It is best for a player, 
when putting the ball in play, to bat it lightly to 
another player on his side who will dribble it with 
the hand as far as possible. 



A PRACTICAL HANDBOOK OF GAMES 85 

Hang Tag 

Gymnasium. 

7th Grade through High School. 

10 to 40 players. 

Plan of Game. All of the apparatus in the gym- 
nasium on which it is possible to hang, is brought 
out. One (or two if there are large numbers) is 
chosen to be It. The rest are to be chased, and 
are only safe when hanging on some piece of 
apparatus. Anyone tagged becomes It, and the 
game goes on indefinitely. 

Remarks. This is an excellent game to use with 
a large new gymnasium class in order to give them 
exercise and to familiarize them with the different 
kinds of apparatus. The tendency will be for the 
players to stay too long on one piece of apparatus 
and thus slow up the game, so it is often necessary 
to spur them on to change apparatus and to take 
risks. 

Hindu Tag 

Gymnasium. 

3rd Grade through High School. 

10 to 40 players. 

Plan of Game. One player, who carries a news- 
paper which is folded into a roll to be used as a 
^^ beater," is It. The other players are scattered 



86 A PRACTICAL HANDBOOK OF GAMES 

about the gymnasium. The one who is It chases 
any of the players, who try to avoid being tagged 
by getting down on their knees with their heads 
on their hands as though worshiping. If the 
chaser hits anyone before the position is assumed, 
the latter is It, and changes places with the 
original chaser. The game continues indefinitely. 

Human Hurdle 

Gymnasium. 

7th Grade through High School. 

10 to 50 players. 

Plan of Game. Players are divided into two 
teams, who lie on the, floor in two circles, faces 

down, heads toward 
i V If the center, feet to- 

gether and out 
^ ^' straight as in dia- 

gram. Each player 
=^ .^* is given a number as 

1, 2, 3, etc. On the 

. signal. No. 1 jumps 

^ up and vaults over 

/ ^ every successive 

HUMAN HURDLE player in turn, and 

when he gets back 
to his original place he lies down again. In the 
meantime, as soon as No. 2 has been jumped over 



A PRACTICAL HANDBOOK OF GAMES 87 

he does the same as No. 1, following him around the 
circle and back to his place. Each one in turn does 
likewise until every player has jumped over every 
other player and has returned to his original place. 
The team by which this is first accomplished, wins. 

Juggle Relay 
Gymnasium. 

8th Grade through High School. 
10 to 20 players. 

Plan of Game. Two teams are lined up as in 
the simple form of relay, each leader toeing the 
first division line of the basket ball field and facing 
the opposite basket. 

On the signal, the leader of each team runs with 
a basket ball to a spot where a rope has been 
stretched across the gymnasium, about 6 or 8 
feet from the floor. He then ^'juggles" the ball, 
throwing it over this rope, and running under and 
catching it on the other side. After this he 
runs on to a designated goal and returns with the 
ball to the next player in line, who proceeds as 
he did. The race continues until each one has had a 
turn, the team which finishes first being the winner. 

Variations. 

1. Instead of having the runner return to his 
own side with the ball, have him throw the 



88 A PRACTICAL HANDBOOK OF GAMES 



ball back to the next player, using the overarm 

pass. 

2. Have the runner throw the ball over the 

rope on the 
return trip as 
well as on the 
advance. 



Goal 



Goal 



Rope 



Remarks . 

This game is 
excellent prac- 
tice for the 
*' juggle" in bas- 
ket ball. If it is 
difficult to get a 
rope to stretch 
across the gym- 
nasium, a volley 
ball net wound 
closely, a boom, 
or a horizontal ladder will do. Caution players 
not to throw ball too far in front of them, 
but high enough. 



Team A 



JUGGLE RELAY 



A PRACTICAL HANDBOOK OF GAMES 89 

Nine Court Basket Ball 

Playground; gymnasium. 

7th Grade through High School, 

18 to 36 players. 

Plan of Game. A regulation basket ball court 
for women is divided into nine courts. This is 
done by drawing two straight hues lengthwise 
from one end of the field to the other, thus dividing 
the width of the field into three equal segments; 
the other cross lines on the field bisect these 
longitudinal lines. The numbers of the courts are 
marked in each one, beginning at one corner and 
going around the field, in sequence, the center 
court being No. 9. 

Players are divided into two teams, as A and B. 
In each court is at least one player from Team A, 
those near the one basket being the forwards, 
those in the middle courts being centers, and those 
in the courts at the opposite basket being guards. 
In the same courts there stands at least one 
opponent for each position from Team B, the 
basket for this team being, of course, the one at 
the opposite end from Team A's basket. When 
there are more than eighteen playing, there may 
be two or more from one team in the same court, 
with an equal number of opponents. 



90 A PRACTICAL HANDBOOK OF GAMES 



The game is started, as in regular '^Basket 
Ball/' by having two opponents in the center 
jump for the ball when it is tossed up by the 
referee. The ball must be batted and not caught, 

and the game 
then proceeds, 
each player 
trying to throw 
the ball toward 
his own basket. 
The ball may 
be thrown for 
the basket 
from any one 
of the three 
courts nearest 
it, and each 
time it goes in, 
it counts two 
points. All 
players then 
advance one 
court in reg- 
ular sequence, and the ball is taken back to the 
center and the game started again as before. 
Players must not step out of their courts while 
playing. Anyone so doing makes a line foul, and 
the other side is given an unguarded throw as in 
regular basket ball. The team having the greater 



1 

O X 


o 

Basket 

2 

O X 


3 

O X 


O X 

8 


O X 

9 


O X 

4 


O X 

7 


O X 

6 

Basket 

o 


O X 

5 



NINE COURT BASKET BALL 



A PRACTICAL HANDBOOK OF GAMES 91 

number of points at the end of the playing time, 
wins. 

All rules which are given in Spalding's ^^ Basket 
Ball Rules for Women'' apply here. It is a book 
which should be used as reference in teaching 
''Nine Court Basket Ball." 

Remarks. The chief advantages in this game 
are that it makes it possible for many to play at 
once, and that it gives everyone a chance to play 
different positions in regular rotation. Before 
choosing basket ball teams, it affords the coach 
excellent opportunity to study the material, and 
to try out the players in different positions and 
thus see for which ones they are best suited. It 
is also not too strenuous for beginners, as there 
are so many on the field that the play is evenly 
distributed. 

Pass and Catch Relay 

Playground; gymnasium. 

8th Grade through High School. 

20 to 60 players. 

Plan of Game. Two teams are lined up in 
couples, about 6 feet apart, facing down the field. 

On the signal, the first two players, one of 
whom holds a basket ball, start running down the 
field passing the ball between them. They run to a 
designated line, return, and give the ball to the 



92 A PRACTICAL HANDBOOK OF GAMES 

next two players in their team, who proceed in the 
same manner, and so on through the whole team. 

The object of the game is to see which team 
can finish first and which can make the lesser 
number of fumbles with the ball. 

The team which finishes first, receives one point; 
the team which makes the fewer fumbles receives 
one point. The team having most points at the 
end of a playing period wins. 

Remarks. Two score keepers are necessary in 
order to watch each team adequately. This game 
is excellent preliminary practice for basket ball, 
and the following points must be emphasized: 
1. The player who has not the ball must run 
ahead several steps. 2. As the ball is caught, the 
catcher must leap into the air and come down 
firmly on two feet and throw the ball immediately 
while standing. 3. The thrower must aim the ball 
somewhat ahead of the catcher and about on a 
line with the waist. 4. The thrower must use the 
'^ chest pass.^' 5. The thrower must run ahead 
as soon as he has thrown the ball. Before intro- 
ducing the competitive element in this relay, it is 
well to have each team practice the passing and 
catching for some time, in order to become fairly 
proficient and to make the greatest speed possible 
for the race. See diagram under '^Basket Ball 
Relay No. 2.'^ 



A PRACTICAL HANDBOOK OF GAMES 93 

Pass Ball 

Gymnasium. 

5th Grade through High School. 

10 to 50 players. 

Plan of Game. Players stand in a circle, with 
about 3 feet between the players. A basket ball, 
volley ball, or bean bag — depending upon the age 
and ability of the players — is passed around the 
circle while music is being played. Whenever the 
music stops, the one who holds the ball is ^^ poi- 
soned ^^ and must drop out of the game. The 
object of the game is to see who can stay in the 
longest. 

Remarks. This game is valuable in teaching 
quick passing. For older players, two balls may 
be used to speed up the action. If no music is 
available, the leader may either sing or clap hands. 

Philadelphia Bat Ball 

Playground; gymnasium. 

7th Grade through High School. 

10 to 60 players. 

Plan of Game. This game is a somewhat ad- 
vanced form of '^German Bat Ball.'^ The field is 
divided as in '^German Bat Ball," but there are 
three bases instead of one, and each is in the same 



94 A PRACTICAL HANDBOOK OF GAMES 



/ 

/ 

O Third Base 
\ X 



Q Second Base 



\ 



Team A 



relationship to the other in position as first, 
second, and third bases are in baseball. A runner 
who finds himself in danger of being hit by the 
ball may stop on any of these bases, whereupon 
the ball is immediately thrown back toward the 

home base from 
which it was bat- 
ted, and across 
the 15-foot line. 
As soon as it has 
crossed the 15-foot 
line, the runner 
may not advance 
until another 
player bats. If 
he starts before 
the ball has been 
batted, the um- 
pire must send 
him back. The 
same rules as 
in baseball apply to a baserunner after a caught 
fly. A baserunner must not run more than 
3 feet outside of the base line. All other rules 
which are followed in '^German Bat Ball," apply 
here. 

Remarks. This game affords good preliminary 
practice for baseball, as it embodies many of the 



First Base O 

/ 
< / 

/ 
/ 

/ 
/ 
/ . 



a 



Team B Players awaiting Turn at Bat 

O O O O O O O 



PHILADELPHIA BAT BALL 



A PRACTICAL HANDBOOK OF GAMES 95 

rules of the game, while eliminating the more 
difficult element of batting and catching. 

Players in the field will have to be constantly 
reminded to throw the ball back toward the home 
base whenever a runner touches a base, because 
until this is done, the runner has the privilege of 
advancing to another base and a fast runner and 
quick dodger can often make a home run in this way. 

Pig in a Hole 

Playground; gymnasium. 

4th Grade through High School. 

10 to 20 players. 

Plan of Game. If played out of doors, a hole 
is dug in the ground, large enough to hold a basket 
ball, and around this in the form of a circle about 
10 feet in diameter are made small holes. The 
number of holes in the circle depends on the num- 
ber of players, but there should always be one 
less hole than there are players. In the gymnasium 
small chalk circles are drawn on the floor to 
correspond to the holes. Each player is provided 
with a stick about 3 feet long; wands are very 
suitable in the gymnasium. 

All the players stand around the central hole 
with their sticks under the basket ball or '^pig" 
which is in the hole, and count to three. As the 
word ^Hhree" is pronounced all raise their sticks 



96 A PRACTICAL HANDBOOK OF GAMES 




in the air, thus dislodging the ball, and each 
player runs to put the end of his stick into one 
of the small holes. As there is one less hole than 

there are play- 
ers, one player 
will be left out, 
and he must 
try to hit the 
basket ball into 
the central hole 
and, at the 
same time, try 
to get his stick 
into one of the 
small holes. 
The other play- 
ers keep hitting 
the ball out of his reach, meanwhile guard- 
ing the small holes. If he gets his stick into 
a small hole, he is no longer the odd one, but 
another who can get no hole becomes the 
attacker and the game continues until some one 
gets the ^^pig" into the hole. As soon as a player 
succeeds in getting the '^pig" into the hole, the 
garae ends, and may be played again and again, 
as long as it remains interesting. 

Remarks. The ball may not be kicked; it may 
only be hit with the sticks or wands. It is not 



PIG IN A HOLE 



A PRACTICAL HANDBOOK OF GAMES 97 

necessary for each player to keep the same hole 
all the time, so in order to make the game more 
exciting and to keep everyone on the alert, coach 
players to run out from the circle and hit the 
ball away, and also to take each others' holes. 

Pin Ball 

Gymnasium. 

7th Grade through High School. 

12 to 14 players. 

Plan of Game. This game is played just like 
basket ball for women, according to the rules 
in Spalding's official rule book, except that, 
instead of the ball's being thrown into the basket, 
it is thrown at an Indian club or wooden pin 
which stands on the floor just under the spot 
where the basket would naturally be. Every time 
that the club is knocked over from a field throw 
it counts two, and when from a free throw, it 
counts one. A circle about 3 feet in diameter is 
drawn around the club, inside of which no player 
may step. If he does, it is a foul and a free throw 
is awarded the other side. 

Remarks. This game is excellent for use in 
the upper grades, as children of that age are 
almost always eager to play basket ball, although 
they are really not large enough, on the average. 



98 A PRACTICAL HANDBOOK OF GAMES 

to be good basket throwers or guards. It also 
tends to make basket ball more feasible for 
such young children, and it gives them an oppor- 
tunity to learn the rules of the game before they 
play it in the high school. This game may be 
substituted for basket ball when for any reason 
the goals are out of order, or when it is desirable 
to play out of doors where there are no goals. 

Round Ball 

Playground; gymnasium. 

5th Grade through High School. 

10 to 40 players. 

Plan of Game. Players stand in a double circle 
with a wide space between players, and are num- 
bered off by two's. All the Nos. 1 are one team, 
the Nos. 2, another. Two basket balls are started 
around the circle, one by a No. 1 player, the other 
by a No. 2 player, and are passed in turn to each 
player on each team. Each time that the ball 
gets back to the one who started it, he calls out 
the. number of revolutions that it has made. The 
team that first makes five revolutions, wins. 

Remarks. This game is excellent preliminary 
practice for basket ball, and may be varied by 
requiring different methods of passing the ball. 



A PRACTICAL HANDBOOK OF GAMES 99 



Sometimes to avoid confusion with young players 
it is better to have separate circles competing. 

Shuttle Relay 
(More Difficult) 

Playground; gymnasium; schoolroom. 
Grades 5 through 8. 
20 to 100 players. 

Plan of Game. 

Players are di- 
vided into two 
teams, A and B. 
Each team is di- 
vided into two 
files of equal num- 
bers, which line 
up, facing each 
other, on opposite 
sides of the run- 
ning space, in the 
same formation as 
in the simple 
relay. Players 
may be numbered 
in the order in 
which they run, 
as shown in diagram. On the signal, the first 
player (No. 1) of each team on the one side of the 




SHUTTLE RELAY 



100 A PRACTICAL HANDBOOK OF GAMES 

playground runs across to the line facing him 
(the other half of his team) , tags the outstretched 
hand of the first player (No. 2), and then goes to 
the end of that line. The player thus tagged 
runs across to the file facing him, from which No. 1 
came, and tags, in the same way, the second 
player (No. 3) there, who has stepped up to the 
starting line and become the first in the file. The 
game then continues in this manner until the 
members of the opposite files have all exchanged 
places. The team which first accomplishes this, wins. 

Volley Ball 

(Simple Form) 
Playground; gymnasium. 
7th Grade through High School. 
10 to 50 players. 

Plan of Game. The playing space is about 
50 X 25 feet, or smaller, according to the size of 
teams playing. A net is drawn across the center, 
the top of which is about 1 foot above the heads of 
the average sized players. The players are divided 
into two teams of equal numbers, which are 
scattered over the two sides or courts of the 
playing space. A base is marked off at the back 
of each court, and each player serves from this 
base. The game begins by having a player from 
the team that wins the toss up stand on his base 
and serve the ball, which is done by tossing it up 



A PRACTICAL HANDBOOK OF GAMES 101 

a little from the left hand and batting it with the 
heel of the right hand, so that it goes over the 
net into the opponents' court. Should he fail to 
bat the ball far enough to go over the net, his 
teammates may help it along, using either one 
hand or two, and always batting upwards. If it 
then goes over, the other team tries to return it 
in the same manner, and so it continues until one 
team fails to return it. For beginners it is well to 
allow the ball to bounce once on the floor on the 
return (not the serve) , as it makes the action more 
continuous. Any number of players may bat the 
ball in succession in order to assist it over the net. 
Should the server fail to get the ball over the net 
on the first trial, he is given a second trial. Should 
he then fail, the ball goes to the opposite side for 
the serve. Each player serves in turn, so it is well 
to have them numbered off before the game starts 
to avoid delay. 

The serving side only scores, one point being 
gained every time the opponents fail to return the 
ball. When the serving side fails to return the 
ball, the serve simply changes, and no score is 
made. Every foul counts one point. The side that 
first gains 21 points, wins. 

Fouls. 

1. It is a foul to catch the ball. 

2. It is a foul to throw the ball. 



102 A PRACTICAL HANDBOOK OF GAMES 

3. It is a foul to send the ball out of bounds. 
When the receiving team does this, it counts one 
for the serving team; when the serving team does 
it, the serve changes. 

4. It is a foul if the ball or a player touches the 
net. 

Remarks. It has been found that it slows up the 
game very much with beginners, if every time the 
ball or a player touches the net it is counted as a 
foul, so it is suggested that this point be eliminated 
until the children become more expert. With 
advanced players, do not permit any one player to 
bat the ball more than two times in succession. 



Soccer Football 

Playground. 

8th Grade through High School. 

22 players. 

Plan of Game. 

Field. 50 X 100 yards or 40 x 80 — according to 
the age and experience of the players. A line is 
drawn across the center, dividing the field into 
halves. Side boundary lines are called the touch 
lines, and lines at either end are goal lines. In the 
middle of the center or ^'halfway line" is marked 
off a circle, 10 yards in radius. 



A PRACTICAL HANDBOOK OF GAMES 103 

Goals. At either end of the field, two posts, 
8 yards apart, with a cross bar 8 feet above the 



h 



■yds7>| 



Corner 



6 yds 



> Goal Line Corner 



-12-yds:-5> 



Goal 
Goal Area 



-12Trds7 



DO 

Penalty Area 



44-yds: 



'H'n 'H'O "H'T 



•a'o "a'l 



TI 'TO 




X 

O.L. 



I.E. O.K. 



L.H. C.H, R.H. 



X 

L.F. 



R.F. 



□ Penalty Kick 
xG 



-50 ydsr 



SOCCER FOOTBALL 



104 A PRACTICAL HANDBOOK OF GAMES 

ground, are placed in the middle of the end or 
"goal" line. Lines 6 yards long are drawn 6 
yards out from each goal post at right angles to 
the goal line and connected by a line parallel with 
the goal line. This space is the goal area. 

Outside the goal area is the penalty area, a 
space 18 yards out from the goal lines and 44 
yards long. When a foul is made within this area 
by the defenders, a penalty kick is given the 
attackers. This is taken from a point 12 yards 
from the goal, and there can be no player but the 
goal keeper between the kicker and the goal. 
The goal, if made, counts one point. 

Teams. Eleven players constitute a team, 
named as follows: center; inside right; outside 
right; inside left; outside left; left, right, and center 
halfback; right and left fullback; goal keeper. 

Points of Play. The game begins with a kick off 
by the center of the team winning the toss-up, in 
the direction of the opponents' goal. The ball is 
in the middle of the circle on the center line and 
the players are arranged as in the diagram, the 
center being outside the kick-off circle behind 
th^ ball. All players but the fullbacks run for- 
ward with the center as he kicks, and the oppo- 
nents try to block the kick. No opponent may 
stand within 6 yards of the ball until it has been 
kicked off. Should this rule not be followed, the 



A PRACTICAL HANDBOOK OF GAMES 105 

kick off is taken again. The ball is then kicked 
back and forth until one side makes a goal. After 
a goal is made the losing side kicks off. 

Playing Time is divided into halves, of fifteen 
minutes or more, according to the age of the 
players. At the beginning of the second half, the 
kick off is taken by the opposite side to the one 
that kicked off in the first half. 

Score. Every time the ball is kicked between 
the goal posts from outside the penalty area by 
any player of the attacking side, it scores two 
points. When kicked from within penalty area, 
it scores one point. 

Rules. 1. When the ball is sent behind the end 
boundary line by an attacker, a member of the 
defending team may drop kick it back, as nearly as 
possible from the point where it went out. If a 
member of the defending team sends it over the 
end line, an attacker may kick it back from a 
point 1 yard from the nearer corner. No opponent 
is allowed within 6 yards of the ball. This latter 
kick is called a corner kick. 

2. When the ball is sent over a side line, it is 
thrown back into the field of play by an opponent, 
at the place where it crossed the hne. The ball 
is held in both hands and thrown over the head. 
The thrower may not touch the ball again until 
someone else has played on it. No goal may be 



106 A PRACTICAL HANDBOOK OF GAMES 

scored from a throw in. The ball is said to be 
''in touch" when it goes over the line. 

3. Players may not touch the ball with their 
hands, but must use the feet, the chest, the 
shoulders, and the head in order to stop or to 
advance the ball. Failure to follow this rule 
results in a free kick for the opponents. 

4. A free kick is a kick at the ball without any 
interference. No player may stand within 6 yards 
of the ball. The kicker may not touch the ball 
again until it has been played on by another 
player. A free kick is awarded to the opponents 
when a player touches the ball with his hands, 
holds, pushes, trips, or jumps at an opponent. It 
is taken on the spot where the foul occurred. 

5. The goal keeper may use his hands in stop- 
ping the ball, but he may not carry the ball. 

Remarks. In coaching beginners, teach them 
first how to kick the ball in various directions with 
both the right and left foot, and then how to 
dribble the ball with either foot. Next have them 
practice passing it to each other with their feet, 
as they advance down the field. They must then 
try stopping the ball when it is in front of them 
and tliey are running after it; this is done by 
running beyond it, and kicking it backwards with 
the sole of the foot. This play is often used to 
keep the ball from going out of bounds. To stop 



A PRACTICAL HANDBOOK OF GAMES 107 

a ball coming toward a player, when it is on the 
ground, the player brings his heels together with 
his toes pointed out in a wide triangle, and catches 
it between them. To stop a ball in the air, he 
must present his head, shoulder, or chest as 
resisting surface, and let the ball rebound there- 
from. 

When the players are lined up in their positions, 
have them practice advancing down the field, keep- 
ing their relative positions all the way, in order to 
avoid bunching or crossing over. Emphasize the 
fact that the halfbacks must stay behind the for- 
wards and back them up. 



CLASSIFIED INDEX 

A. Games Classified According to Age of Player 

1, Games for Very Little Children ^^^^ 

Animal Chase 1 

Automobile Race 2 

Bag Pile ! ... 15 

Bull in the Ring 22 

Call Ball 23 

Cat and Rat 3 

Club Snatch 29 

Flowers and the Wind 4 

Midnight 6 

Pom-Pom PuUaway 7 

Railroad Train 9 

Red Light 50 

Skip Away 10 

Squirrels in Trees 11 

Teacher and Class 12 

Trades 57 

Whip Tag . 63 

2. Games for Children from Third Grade through 

Sixth 

All Up Relay 13 

Animal Chase (through Fourth only) 1 

Automobile Race 2 

Bag-Pile 15 

Ball Stand 16 

Basket Ball Relay No. 1 (above Third) 64 

Bombardment (above Third) 20 

Boston 69 

Boundary Ball (above Sixth) 69 

109 



110 A PRACTICAL HANDBOOK OF GAMES 

PAGE 

Bull in the Ring 22 

Call Ball 23 

Cat and Rat 3 

Catch the Cane (above Fourth) 24 

Center Base 26 

Club Chase 27 

Club Snatch 29 

Corner Spry (above Fourth) . 31 

Dodge Ball (Simple) 32 

Dodge Ball (Progressive) (above Third) 33 

Every Man in His Own Den 35 

Figure Eight Relay (above Fourth) 81 

Flowers and the Wind 4 

German Bat Ball (above Fourth) 36 

Hindu Tag .85 

Indian Club Race (above Third) 39 

Jumb Rope Relay (above Fourth) ........ 40 

Jump the Shot (above Third) 42 

Last Couple Out 43 

Maze Tag 44 

Midnight (through Fourth only) 6 

Over and Under Relay (above Fourth) 45 

Overtake Relay (above Fourth) 46 

Pass Ball (above Fourth) 93 

Pig in a Hole (above Third) .95 

Poison Snake 47 

Pom-Pom Pullaway . . ^ 7 

Push Ball Relay _. . 48 

Push Club Relay . 49 

Red Light 50 

Relay Race (Simplest) 51 

Rescue Relay 52 

Round Ball (above Fourth) 98 

Shuttle Relay (above Fourth) 99 

Skip Away 10 

Squirrels in Trees (through Third only) ..... 13 
Stealing Sticks (above Third) , . .- 53 



CLASSIFIED INDEX 111 

PAGE 

Straight Line 56 

Teacher and Class 12 

Three Deep, Varieties of (all types) (above Third) 59-62 

Trades 57 

Up and Down Relay 62 

Whip Tag 63 

3. Games from Seventh Grade through High School 

All Up Relay 13 

Ball Stand (through Eighth only) 16 

Base Dodge Ball 19 

Basket Ball Relay No. 1 64 

Basket Ball Relay No. 2 65 

Basket Ball Relay No. 3 (above Seventh) .... 66 
Basket Ball Shuttle Relay (above Seventh) .... 67 

Bombardment 20 

Boston 69 

Boundary Ball 69 

Bronco Tag 71 

Call Ball (through Eighth only) 23 

Captain Ball (Simplest Form) 72 

Catch Ball 74 

Catch the Cane (through Eighth only) 24 

Center Base 26 

Center Catch Ball 25 

Club Chase (through Eighth only) 27 

Club Snatch 29 

Corner Ball 76 

Corner Kick Ball 78 

Corner Spry 31 

Dodge Ball (Simple) . 32 

Dodge Ball (Progressive) 33 

Drive Ball 79 

Every Man in His Own Den 35 

Figure Eight Relay (through Eighth only) .... 81 

Floor Ball 82 

German Bat Ball 36 

Hang Tag 85 



112 A PRACTICAL HANDBOOK OF GAMES 

PAGE 

Hindu Tag 85 

Human Hurdle 86 

Indian Club Race 39 

Juggle Relay (above Seventh) 87 

Jump Rope Relay 40 

Jump the Shot 42 

Last Couple Out (through Eighth only) 43 

Maze Tag 44 

Nine Court Basket Ball 89 

Over and Under Relay 45 

Overtake Relay 46 

Pass and Catch Relay (above Seventh) 91 

PassBaU 93 

Philadelphia Bat Ball 93 

Pig in a Hole .95 

Pin Ball .97 

Poison Snake (through Eighth only) 47 

Pom-Pom Pullaway (through Eighth only) .... 7 

Push Ball Relay 48 

Push Club Relay 49 

Relay Race (Simplest) 51 

Rescue Relay 52 

Round Ball 98 

Shuttle Relay 99 

Soccer Football (above Seventh) 102 

Square Ball 17 

Stealing Sticks . . . : 53 

Straight Line ^ . . 56 

Three Deep, Varieties of 59--62 

Up and Down Relay (through Eighth only) .... 62 
Volley Ball 100 

B. Games Classified According to Type 

1. Games Preparatory for Basket Ball 

Basket Ball Relay No. 1 64 

Basket Ball Relay No. 2 65 

Basket Ball Relay No. 3 . 66 



CLASSIFIED INDEX 113 

PAGE 

Basket Ball Shuttle Relay 67 

Boundary Ball 69 

Captain Ball 72 

Catch Ball . . 74 

Center Catch Ball 25 

Corner Spry 31 

Drive Ball 79 

Juggle Relay 87 

Nine Court Basket Ball 89 

Pass and Catch Relay 91 

Pass Ball 93 

Pin Ball 97 

Round Ball 98 

Square Ball 17 

2. Indian Club Games 

All Up Relay 13 

Bombardment 20 

Club Chase 27 

Club Snatch 29 

Figure Eight Relay 81 

Poison Snake 47 

Push Club Relay 49 

Up and Down Relay 62 

3. Relay Races 

All Up Relay 13 

Automobile Race 2 

Basket Ball Relay No. 1 64 

Basket Ball Relay No. 2 65 

Basket Ball Relay No. 3 66 

Basket Ball Shuttle Relay 67 

Figure Eight Relay 81 

Indian Club Race 39 

Juggle Relay 87 

Jump Rope Relay 40 

Over and Under Relay 45 

Overtake Relay 46 

Pass and Catch Relay 91 



114 A PRACTICAL HANDBOOK OF GAMES 

PAGE 

Push Ball Relay 48 

Push Club Relay 49 

Rescue Relay 52 

Shuttle Relay 99 

Up and Down Relay 62 

4, Ball Games 

Ball Stand 16 

Base Dodge Ball 19 

Basket Ball Relay No. 1 64 

Basket Ball Relay No. 2 65 

Basket Ball Relay No. 3 66 

Basket Ball Shuttle Relay 67 

Boundary Ball 69 

CaU Ball 23 

Captain Ball .72 

Catch Ball 74 

Center Base , .... 26 

Center Catch Ball 25 

Corner BaU 76 

Corner Kick Ball . 78 

Corner Spry 31 

Dodge Ball (Simple) 32 

Dodge Ball (Progressive) 33 

Drive Ball 79 

Floor Ball 82 

German Bat Ball 36 

Juggle Relay - 87 

Nine Court Basket Ball : . . 89 

Over and Under Relay . . . ^ 45 

Pass and Catch Relay 91 

Pass Ball 93 

, Philadelphia Bat Ball 93 

Pin Ball 97 

Round Ball 98 

Soccer Football 102 

Square Ball 17 

Volley BaU 100 



CLASSIFIED INDEX 115 

PAGE 

5. Games Requiring No Apparatus 

Animal Chase 1 

Automobile Race ^ • • 2 

Boston <^ ... 69 

Bronco Tag 71 

Bull in the Ring 22 

Cat and Rat 3 

Every Man in His Own Den 35 

Flowers and the Wind 4 

Hindu Tag 85 

Human Hurdle 86 

Last Couple Out 43 

Maze Tag 44 

Midnight 6 

Overtake Relay 46 

Pom-Pom Pullaway 7 

Railroad Train 9 

Red Light 50 

Relay Races 2, 46, 51, 52, 99 

Skip Away 10 

Squirrels in Trees . 13 

Straight Line 56 

Three Deep, Varieties of 59-62 

Trades 57 

6. Games Especially Good for Boys 

Animal Chase 1 

Automobile Race 2 

Ball Stand 16 

Base Dodge Ball 19 

Bombardment 20 

Bronco Tag 71 

Bull in the Ring 22 

Corner Kick Ball 78 

Drive Ball 79 

Human Hurdle 86 

Pig in a Hole 95 

Poison Snake . . . . o 47 



116 A PRACTICAL HANDBOOK OF GAMES 

PAGE 

Pom-Pom Pullaway 7 

Soccer Football 102 

Stealing Sticks 53 

Three Deep (2, 5, and 6) 60, 61, 62 

VoUeyBaU 100 

Whip Tag 63 

7. Tag Games 

Bronco Tag 71 

Hang Tag 85 

Hindu Tag 85 

Maze Tag 44 

Overtake Relay 46 

Whip Tag 63 



ALPHABETICAL INDEX 

All Up Relay . 13 

Animal Chase 1 

Automobile Race 2 

Ball Stand 16 

Base Dodge Ball 19 

Basket Ball Relay, No. 1 = ... 64 

Basket Ball Relay, No. 2 65 

Basket Ball Relay, No. 3 66 

Basket Ball Shuttle Relay 67 

Bombardment 20 

Boston 69 

Boundary Ball 69 

Bronco Tag 71 

Bull in the Ring 22 

Call Ball .23 

Captain Ball 72 

Cat and Rat 3 

Catch Ball 74 

Catch the Cane 24 

Center Base 26 

Center Catch Ball 25 

Club Chase 27 

Club Snatch 29 

Corner Ball 76 

Corner Kick Ball 78 

117 



118 A PRACTICAL HANDBOOK OF GAMES 

Corner Spry 31 

Dodge Ball (Simple) 32 

Dodge Ball (Progressive) 33 

Drive Ball 79 

Every Man in His Own Den 35 

Figure Eight Relay 81 

Floor Ball 82 

Flowers and the Wind 4 

German Bat Ball 36 

Hang Tag 85 

Hindu Tag 85 

Human Hurdle 86 

Indian Club Race 39 

Juggle Relay 87 

Jump Rope Relay 40 

Jump the Shot 42 

Last Couple Out 43 

Maze Tag 44 

Midnight 6 

Nine Court Basket Ball 89 

Over and Under Relay 45 

Overtake Relay 46 

Pass and Catch Relay 91 

Pass Ball . 93 

PhUadelphia Bat Ball 93 

Pig in a Hole 95 

Pin Ball 97 

Poison Snake 47 

Pom-Pom PuUaway 7 

Push Ball Relay 48 

Push Club Relay , o .49 



ALPHABETICAL INDEX 119 

Railroad Train 9 

Red Light 50 

Relay Race (Simplest) 51 

Rescue Relay 52 

Round Ball , 98 

Shuttle Relay '. . . . 99 

Skip Away 10 

Soccer Football 102 

Square Ball 17 

Squirrels in Trees 11 

Stealing Sticks ' 53 

Straight Line 56 

Teacher and Class 12 

Three Deep, Varieties of 59-62 

Trades 57 

Up and Down Relay . 62 

Varieties of Three Deep 59-62 

VoUey BaU 100 

Whip Tag 63 



























"|ii 






